2019-12-26 15:33:43 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "MaterialEditor/PreviewMaterial.h"
# include "Modules/ModuleManager.h"
# include "MaterialEditor/DEditorParameterValue.h"
# include "MaterialEditor/DEditorFontParameterValue.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
# include "MaterialEditor/DEditorMaterialLayersParameterValue.h"
2019-09-06 19:47:59 -04:00
# include "MaterialEditor/DEditorRuntimeVirtualTextureParameterValue.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "MaterialEditor/DEditorScalarParameterValue.h"
# include "MaterialEditor/DEditorStaticComponentMaskParameterValue.h"
# include "MaterialEditor/DEditorStaticSwitchParameterValue.h"
# include "MaterialEditor/DEditorTextureParameterValue.h"
# include "MaterialEditor/DEditorVectorParameterValue.h"
Merging Dev-LWCRendering into Main, this includes initial work to support rendering with LWC-scale position
Basic approach is to add HLSL types FLWCScalar, FLWCMatrix, FLWCVector, etc. Inside shaders, absolute world space position values should be represented as FLWCVector3. Matrices that transform *into* absolute world space become FLWCMatrix. Matrices that transform *from* world space become FLWCInverseMatrix. Generally LWC values work by extending the regular 'float' value with an additional tile coordinate. Final tile size will be a trade-off between scale/accuracy; I'm using 256k for now, but may need to be adjusted. Value represented by a FLWCVector thus becomes V.Tile * TileSize + V.Offset. Most operations can be performed directly on LWC values. There are HLSL functions like LWCAdd, LWCSub, LWCMultiply, LWCDivide (operator overloading would be really nice here). The goal is to stay with LWC values for as long as needed, then convert to regular float values when possible. One thing that comes up a lot is working in translated (rather than absolute) world space. WorldSpace + View.PrevPreViewTranslation = TranslatedWorldspace. Except 'View.PrevPreViewTranslation' is now a FLWCVector3, and WorldSpace quantities should be as well. So that becomes LWCAdd(WorldSpace, View.PrevPreViewTranslation) = TranslatedWorldspace. Assuming that we're talking about a position that's "reasonably close" to the camera, it should be safe to convert the translated WS value to float. The 'tile' coordinate of the 2 LWC values should cancel out when added together in this case. I've done some work throughout the shader code to do this. Materials are fully supporting LWC-values as well. Projective texturing and vertex animation materials that I've tested work correctly even when positioned "far away" from the origin.
Lots of work remains to fully convert all of our shader code. There's a function LWCHackToFloat(), which is a simple wrapper for LWCToFloat(). The idea of HackToFloat is to mark places that need further attention, where I'm simply converting absolute WS positions to float, to get shaders to compile. Shaders converted in this way should continue to work for all existing content (without LWC-scale values), but they will break if positions get too large.
General overview of changed files:
LargeWorldCoordinates.ush - This defines the FLWC types and operations
GPUScene.cpp, SceneData.ush - Primitives add an extra 'float3' tile coordinate. Instance data is unchanged, so instances need to stay within single-precision range of the primitive origin. Could potentially split instances behind the scenes (I think) if we don't want this limitation
HLSLMaterialDerivativeAutogen.cpp, HLSLMaterialTranslator.cpp, Preshader.cpp - Translated materials to use LWC values
SceneView.cpp, SceneRelativeViewMatrices.cpp, ShaderCompiler.cpp, InstancedStereo.ush - View uniform buffer includes LWC values where appropriate
#jira UE-117101
#rb arne.schober, Michael.Galetzka
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 17787435 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v881-17767770)
[CL 17787478 by ben ingram in ue5-release-engine-test branch]
2021-10-12 13:31:00 -04:00
# include "MaterialEditor/DEditorDoubleVectorParameterValue.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
# include "AI/NavigationSystemBase.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "MaterialEditor/MaterialEditorInstanceConstant.h"
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
# include "MaterialEditor/MaterialEditorPreviewParameters.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "MaterialEditor/MaterialEditorMeshComponent.h"
# include "MaterialEditorModule.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
# include "Materials/MaterialInstance.h"
2014-11-12 04:43:54 -05:00
# include "Materials/MaterialInstanceConstant.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
# include "Materials/MaterialFunctionInstance.h"
# include "Materials/MaterialExpressionScalarParameter.h"
# include "Materials/MaterialExpressionVectorParameter.h"
# include "Materials/MaterialExpressionTextureSampleParameter.h"
2021-03-05 19:27:14 -04:00
# include "Materials/MaterialExpressionRuntimeVirtualTextureSampleParameter.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
# include "Materials/MaterialExpressionFontSampleParameter.h"
# include "Materials/MaterialExpressionMaterialAttributeLayers.h"
# include "Materials/MaterialExpressionStaticBoolParameter.h"
# include "Materials/MaterialExpressionStaticComponentMaskParameter.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
# include "UObject/UObjectIterator.h"
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
# include "PropertyEditorDelegates.h"
# include "IDetailsView.h"
# include "MaterialEditingLibrary.h"
# include "MaterialPropertyHelpers.h"
2018-05-23 21:04:31 -04:00
# include "MaterialStatsCommon.h"
2014-03-14 14:13:41 -04:00
/**
* Class for rendering the material on the preview mesh in the Material Editor
*/
2020-10-22 19:19:16 -04:00
class FPreviewMaterial : public FMaterialResource
2014-03-14 14:13:41 -04:00
{
public :
2020-10-22 19:19:16 -04:00
virtual ~ FPreviewMaterial ( )
2014-03-14 14:13:41 -04:00
{
}
/**
* Should the shader for this material with the given platform , shader type and vertex
* factory type combination be compiled
*
* @ param Platform The platform currently being compiled for
* @ param ShaderType Which shader is being compiled
* @ param VertexFactory Which vertex factory is being compiled ( can be NULL )
*
* @ return true if the shader should be compiled
*/
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virtual bool ShouldCache ( EShaderPlatform Platform , const FShaderType * ShaderType , const FVertexFactoryType * VertexFactoryType ) const override
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{
// only generate the needed shaders (which should be very restrictive for fast recompiling during editing)
// @todo: Add a FindShaderType by fname or something
2015-06-22 15:55:50 -04:00
if ( Material - > IsUIMaterial ( ) )
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{
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if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " TSlateMaterialShaderPS " ) ) | |
FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " TSlateMaterialShaderVS " ) ) )
2014-03-14 14:13:41 -04:00
{
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return true ;
2014-03-14 14:13:41 -04:00
}
2015-06-22 15:55:50 -04:00
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3635055)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3503468 by Marcus.Wassmer
Fix merge conflicts
Change 3537059 by Ben.Marsh
Fixing case of iOS directories, pt1
Change 3537060 by Ben.Marsh
Fixing case of iOS directories, pt2
Change 3608300 by Chris.Bunner
Added post process material to preview compile cache set to allow post process volume preview scene improvements.
Change 3608302 by Chris.Bunner
Fixed decal lifetime fading.
#jira UE-48400
Change 3608303 by Chris.Bunner
Updated default WritesAllPixels input to ignore dithering (as intended, was disabled due to isues at the time).
Fixed material instances returning their local data when not overridden.
#jira UE-48254
Change 3608455 by Mark.Satterthwaite
Enabling WorldPositionOffset requires disabling fast-math on Metal because the manually specified FMA's are not respected if one or more arguments is a literal which then leads to very different compiler optimisation between the depth-only shader and the base-pass shader. This change will only affect the way Metal compiles shaders.
#jira UE-47372
Change 3608462 by Rolando.Caloca
DR - Cloth vertex buffers no longer generate dummy vertices
Copy from 3608349 and 3608407
Change 3608491 by Rolando.Caloca
DR - hlsl - Fix crash when type was not found
Change 3608513 by Rolando.Caloca
DR - Default to real uniform buffers for Vulkan SM4 & SM5
Change 3608794 by Mark.Satterthwaite
Implement SV_DepthLessEqual (maybe right?) for Metal - seems to work in the ParallaxOcclusionMapping test map.
#jira UE-47614
Change 3608929 by Mark.Satterthwaite
Fix ambiguous expression compile error.
Change 3608991 by Mark.Satterthwaite
Fix a dumb bug when parsing the Metal compiler version that breaks Metal shader PCH generation on HFS+ volumes.
Change 3609090 by Uriel.Doyon
StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer.
Changing the current lighting scenario now triggers an update of the texture streamer, and a refresh of lighting data for instanced static meshes.
Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer.
BUILDMATERIALTEXTURESTREAMINGDATA now rebuild every shader in memory and mark for save those with different data.
MipBias now behaves the same way in shipping than in other builds.
Fixed texture resolution logic for editor tooltips and in game stats.
Change 3609659 by Richard.Wallis
Remove Eye Adaption Pixel Shader Workaround for macOS 10.11 (El Cap) Nividia.
#jira UE-48642
Change 3610552 by Mark.Satterthwaite
Optimise the constant-propagation pass in hlslcc by using a hash-table to reduce the cost of looking up the existing constant assignment instructions. The get_assignment_entry drops from 25% of runtime to 2.2% of runtime on a 4.2Ghz Quad i7 2017 iMac.
Change 3610662 by Rolando.Caloca
DR - hlsl - Fix for rwstructured buffer
Fix for floats printed as ints
Change 3610830 by Michael.Lentine
ByteAddressBuffer does not have a subtype.
Change 3610869 by Rolando.Caloca
DR - hlsl - Fix disambiguation between 1.r and 1.0.r
Change 3610982 by Mark.Satterthwaite
Use the correct code to dump Metal shader text for debugging at runtime.
Change 3610996 by Rolando.Caloca
DR - hlsl - Actual fix for 0.r
Change 3611312 by Rolando.Caloca
DR - Integrate: Improve performance of bokeh depth of field.
* Fewer instances with more work (higher quad count) per instance.
* Improves performance on RX 480 in the Infiltrator demo by 0.37 ms at 1080p and 0.50 ms at 1440p (average frame time over the beginning of the demo, including the hallway confrontation between the guard and the infiltrator, where heavy DOF is used).
* Similar optimizations may be possible for other systems that perform similar "instanced draws of quads" (e.g. virtual texture page table updates, lens blur, and velocity scatter).
Change 3611345 by Mark.Satterthwaite
Missed the hash-table destructor in previous change.
Change 3611372 by Rolando.Caloca
DR - vk - New barrier/layout api
Change 3611445 by Mark.Satterthwaite
Fix stupid bugs in MetalBackend's LoadRWBuffer helper function where the wrong type was being used - won't fix problems in the LinearTexture case though.
Change 3611686 by Mark.Satterthwaite
Remove the sampler from the Metal Linear Texture SRV path as for reasons so far unknown it doesn?╟╓t work with the light grid culling.
#jira UE-48881
Change 3611743 by Mark.Satterthwaite
Implement early depth test for Metal - it is implemented such that manual specification of the SV_Depth* outputs will elide the early_fragment_test qualifier as Metal does not permit both at present.
Change 3611746 by Mark.Satterthwaite
Use early fragment tests implicitly unless we perform a direct resource write or use discard - explicit depth writes always disable early fragment tests as Metal doesn?╟╓t allow both. This should better match D3D driver behaviour.
Change 3611756 by Mark.Satterthwaite
Missed a header file in last commit.
Change 3611836 by Mark.Satterthwaite
Fixed the use of Metal?╟╓s capture manager so that it doesn?╟╓t capture more frames than intended.
Change 3611843 by Mark.Satterthwaite
Tidy up the handling of when to increment the frame count for the Metal capture manager.
Change 3612279 by Michael.Lentine
Move FP16 Math to Public so that it can be included as part of platform which is where the other float/half defines happen.
Change 3612595 by Rolando.Caloca
DR - hlslcc - Rebuilt with CL 3611345
Change 3612665 by Rolando.Caloca
DR - Make cubemap mip barrier consistent with HZB mip barriers
Change 3612758 by Daniel.Wright
FColor usage comment
Change 3612980 by Rolando.Caloca
DR - hlsl - Do not overflow ints
Change 3613068 by Rolando.Caloca
DR - vk - Initial fix for transition validation warnings
Change 3613115 by Daniel.Wright
Volumetric lightmap voxels are now always cubes
Bricks outside of any Lightmass Importance Volume will never be refined
Change 3613124 by zachary.wilson
Enabling Eye-Adaptation in TM-ShaderModels.
Change 3613205 by Mark.Satterthwaite
Fully disable linear textures in Metal - they simply aren't performant. Instead we'll have to use helper functions to dynamically type-cast appropriately within the shader. This is currently only configured for a handful of UAV types and will need to be extended.
Change 3613208 by Mark.Satterthwaite
Add code to MetalBackend to promote half types to float for math operations to avoid compiler errors.
Change 3613354 by zachary.wilson
Fixing up the Bloom_FFT map. Renaming to fit qa conventions, updating content and improving workflow.
Change 3613409 by Rolando.Caloca
DR - vk - Layout as part of descriptor writes
Some access flag warning fixes
Change 3613518 by Daniel.Wright
Added 'Render Unbuilt Preview Shadows in game' rendering project setting and r.Shadow.UnbuiltPreviewInGame cvar
Change 3613610 by Daniel.Wright
Volumetric lightmap visualization sphere size is now a fraction of the corresponding brick world size
Change 3613651 by Daniel.Wright
[Copy] Fixed landscape in the Global Distance field on PS4. Multiple updates to a vertex buffer using BUF_Dynamic cause a race condition on PS4 with no assert.
Also added shrinking for GDistanceFieldUploadData which saved 15Mb.
Change 3613696 by Mark.Satterthwaite
Add the Metal SRV format for Index buffers so that they can be properly type-cast inside the shader. Fixes recompute tangents with latest changes.
Change 3613697 by Rolando.Caloca
DR - vk - Fix missing layout
Change 3613922 by Rolando.Caloca
DR - vk - Some fixes for layout/transitions
- Disable GSupportsDepthFetchDuringDepthTest on desktop as the deferred renderer is not copying the aux depth in the right spot and will be removed
Change 3614009 by Mark.Satterthwaite
TPS Approved: Integrating the MIT-licensed mtlpp C++ Metal wrapper from Nikolay Aleksiev which will slowly replace previous Metal API wrappers in MetalRHI.
Change 3614015 by Mark.Satterthwaite
Initial extensions to mtlpp:
- Fixed over retention of alloc-init'd objects.
- Added 10_13 & 11_0 availablity macros.
- Started, but have not yet finished adding new Metal API function wrappers.
Change 3614909 by Rolando.Caloca
DR - Fix static analysis
Change 3614916 by Michael.Lentine
Add function to convert FP32 to FP16
Change 3614957 by Mark.Satterthwaite
mtlpp declarations for macOS 10.13 & iOS 11 Metal features - no matching definitions yet.
Change 3614995 by Mark.Satterthwaite
Revert all changes to project config's from Rhino that should not have come back to Dev-Rendering, keeping only the solitary change to Metal shader standard necessary for ShowdownDemo.
Change 3615035 by Rolando.Caloca
DR - Generate mips using shader for HZB
Change 3615561 by Rolando.Caloca
DR - Fix deprecation warning
Change 3615787 by Mark.Satterthwaite
Only emit min. OS version specification into the Metal shader bytecode for macOS as we share shaders between iOS & tvOS and this option inhibts that.
#jira UE-48919
Change 3616317 by Mark.Satterthwaite
Make TonemapperConfBitmaskPC the proper size so we dn't attempt to access uninitialized memory.
Change 3616357 by Mark.Satterthwaite
And fix some compile errors...
Change 3616473 by Rolando.Caloca
DR - Render pass api minor changes
Change 3616518 by Mark.Satterthwaite
Fix a merge snafu where dead code was retained where it shouldn't be.
#jira UE-48472
Change 3616706 by Rolando.Caloca
DR - Vulkan fixes (integration from Vulkan working branch)
- Fix for editor outline
- Fix for profilegpu
Change 3616770 by Rolando.Caloca
DR - vk - Mark GIsGPUCrashed on device lost
Change 3616993 by Daniel.Wright
IndirectLightingCacheQuality respects VolumetricLightingMethod
Change 3616996 by Daniel.Wright
Volumetric Lightmap show flag is respected by Volumetric Fog
Change 3616999 by Daniel.Wright
Fixed ObjectRadius in Volume domain materials
Change 3617777 by Rolando.Caloca
DR - Fix static analysis warning
Change 3617863 by Guillaume.Abadie
PR #3875: Removed Duplicated "RHI" Module Dependency (Contributed by DavidNSilva)
#jira UE-48159
Change 3618133 by Rolando.Caloca
DR - vk - Set general layout for compute shader resources
- Assume transitions to writable imply end render pass
Change 3618292 by Michael.Lentine
Add support for Expressions, Jump Statments, and Structs.
Change 3618326 by Rolando.Caloca
DR - vk - Fix transition flags
Change 3618408 by Daniel.Wright
Lightmass skylight solver improvements
* Lightmass uses a filtered cubemap to represent the skylight instead of a 3rd order Spherical Harmonic. Directionality in shadowed areas is improved. Mip level is chosen based on the ray differential for anti-aliasing.
* Multiple skylight and emissive bounces are now supported with a radiosity solver, controlled by NumSkyLightingBounces in Lightmass WorldSettings. More bounces results in longer build times, and the radiosity time is not distributable.
* The mapping surface cache is now rasterized with supersampling, reduces incorrect darkness in corners
* Combined direct lighting, photon irradiance, skylight radiosity and diffuse in the mapping surface cache so final gather rays only have to do one memory fetch, speeds up lighting builds by 7%.
* Added support for Embree packet tracing although no solver algorithms use it yet
Change 3618413 by Daniel.Wright
Swarm hands out the most expensive tasks in roughly a round robin ordering among distribution agents. Lightmass processing of a single task is multithreaded, so ideally the most expensive tasks are evenly distributed among active agents. This has the biggest impact in small scenes with 10's of high resolution lightmaps, and with a distribution farm. Build time in one scene went from to 113s -> 47s.
Change 3618439 by Mark.Satterthwaite
Fix the assert in hlslcc when we have saturate(int) and the shader language spec. supports a native saturate intrinsic.
Change 3618468 by Rolando.Caloca
DR - vk - Fix copy to non render target surface
Change 3618696 by Daniel.Wright
Worked around Lightmass crash callstacks not getting reported back to the editor
Change 3618779 by Mark.Satterthwaite
mtlpp definitions for a few of the new calls & fixing the max. number of samplers it assumes.
Change 3618789 by Daniel.Wright
Added missing file
Change 3618816 by Daniel.Wright
Another missing file
Change 3618855 by Rolando.Caloca
DR - vk - Show user debug markers when using dump layers
- Remove old defines
Change 3618887 by Rolando.Caloca
DR - Fix for missing transition to readable for blur widget. Was causing corruption on Vulkan.
Change 3618999 by Mark.Satterthwaite
Definitions for Metal's new CaptureManager & CaptureScope classes.
Change 3619790 by Jian.Ru
Add some debug info
#jira UE-48710
Change 3619834 by Rolando.Caloca
DR - vk - static analysis fix
Change 3619952 by Rolando.Caloca
DR - vk - Static analysis not smart enough...
Change 3620191 by Jian.Ru
Revert 3584245 to prevent focus stealing
#jira UE-49044
Change 3620402 by Mark.Satterthwaite
Remaining Metal definitions for mtlpp.
Change 3620803 by Brian.Karis
Removed faceting bug I introduced to Dither Opacity Mask. Removes the attempt to make opacity stack properly.
Change 3620904 by Michael.Lentine
Change the order of static and const
Change 3620975 by Rolando.Caloca
DR - Updated Vulkan headers to SDK 1.0.57.0
Change 3621026 by Rolando.Caloca
DR - Remove unused type
- Force recompile with new Vulkan headers
Change 3621070 by Rolando.Caloca
DR - glslang - Fix pdb option
Change 3621157 by Arciel.Rekman
Added files to cross-build glslang on Windows.
(Edigrating //UE4/Main/...@3621127 to //UE4/Dev-Rendering/...)
Change 3621194 by Rolando.Caloca
DR - glslang - Update to 1.0.57.0
- Fix some tab/whitespace mismatch
Change 3621225 by Rolando.Caloca
DR - Revert glslang (Back out changelist 3621194)
Change 3621254 by Mark.Satterthwaite
Duplicate 3610656 and revert the incorrect merge from the Rhino task stream. Fixes EyeAdaptation on all clang platforms properly thanks to RCL.
Change 3621261 by Mark.Satterthwaite
Trivial FMetalStateCache optimisations - won't help much but equally they shouldn't hurt.
Change 3621262 by Mark.Satterthwaite
Correct the handling of MSAA target in Desktop Forward for iOS - now the problem is that iOS always creates an internal resolve target so which texture to bind depends on the shader parameter type. Not sure (yet) how best to solve that.
Change 3621263 by Mark.Satterthwaite
Don't mandate Mobile Metal for projects that have Metal MRT enabled.
Change 3621301 by Rolando.Caloca
DR - Unity build fix
Change 3621349 by Mark.Satterthwaite
Fix a bug in MetalBackend that was omitting the depth-output variable from the hlslcc signature if the semantic was SV_DepthLessEqual rather than SV_Depth.
Change 3621546 by Uriel.Doyon
Refactor of the texture 2D mip update logic to offload more work on the async thread.
#jira UE-45332
#jira UE-45789
Change 3622210 by Rolando.Caloca
DR - Do not store DDC data if static mesh failed to build
#jira UE-48358
Change 3622349 by Arciel.Rekman
Better build script for Linux glslang and a bugfix.
(Edigrating CL 3622235 from //UE4/Main/... to //UE4/Dev-Rendering/...)
Change 3622401 by Rolando.Caloca
DR - vk - Integration
- Support for r.Vulkan.ProfileCmdBuffers
Change 3622506 by Rolando.Caloca
DR - vk - Back out changelist 3622401
Change 3622521 by Mark.Satterthwaite
Support disabling V-Sync in MetalRHI on macOS 10.13+.
Change 3622910 by Rolando.Caloca
DR - static analysis fix
Change 3622964 by Mark.Satterthwaite
Fix generation of .metallib on local Macs and exclude .metallib files from the pak - they must always be loaded from disk.
#jira UE-48193
Change 3622986 by Mark.Satterthwaite
A couple more trivial optimisations to MetalRHI for iOS:
- Metal page size is 4k but only buffers under 512 bytes should go through set*Bytes on iOS to balance CPU cost.
- On iOS the minimum buffer size should therefore be 1k and on Mac 4k as nothing else makes much sense.
- No need to rebind uniform buffers if to the same slot - it just wastes cycles.
Change 3623266 by Rolando.Caloca
DR - Fix GL4 rendering
#jira UE-49187
Change 3623377 by Daniel.Wright
Volume materials applied to static meshes operate on the object's bounding sphere
Change 3623427 by Mark.Satterthwaite
Fix MetalViewport compile errors on Xode 8.3.
#jira UE-49231
Change 3623443 by Daniel.Wright
Fixed out of bounds crash in lightmass
Change 3623751 by Daniel.Wright
Volume materials on static meshes now voxelize the mesh's Object space bounding box
Change 3625142 by Guillaume.Abadie
PR #2992: Fixing aspect ratio issue of SceneCapture2D rendering in "Ortho" camera mode (Contributed by monsieurgustav)
Change 3625983 by Jian.Ru
Fix a LPV race condtion due to parallel RSM draw-call submission
#jira UE-48247
Change 3626015 by Jian.Ru
Small fix to 3625983
Change 3626294 by Michael.Trepka
Copy of CL 3535792 and 3576637
Added support for changing monitor's display mode on Mac in fullscreen mode. This greatly improves performance on Retina screens when playing in resolutions lower than native.
Fixed a problem with incorrect viewport size being set in windowed fullscreen in some cases. Also, slightly improved screen fades for fullscreen mode transitions on Mac.
#jira UE-48018
Change 3626532 by Marcus.Wassmer
Fix divide by 0 crash when GPU timing frequency not available for whatever reason.
Change 3626548 by Ryan.Brucks
KismetRenderingLibrary: Added EditorOnly function for creating static textures from Render Targets. Has options for Mip and Compression Settings
Change 3626874 by Mark.Satterthwaite
Fix Metal 2.0 compilation.
Change 3626997 by Rolando.Caloca
DR - vk - cis fix
- Initial RGBA16 readback
Change 3627016 by Mark.Satterthwaite
Workaround more of Metal's unfortunate tendency to re-associate float mul/add/sub operations - this time from Metal's own standard-library.
Change 3627040 by Brian.Karis
Removed old rasterized deferred reflection env path.
Removed reflection compute shader. Replaced with PS. Small perf gain.
Change 3627055 by Mark.Satterthwaite
No MSAA support on Intel Metal or iOS Desktop Forward for the moment as neitehr work and I don't want to have lots of crashes out in the wild until we have a solution.
Change 3627057 by Mark.Satterthwaite
Make SCW's directcompile not fall over with Metal when there are compilation errors.
Change 3627083 by Mark.Satterthwaite
Invalidate Metal shaders so QA testing picks up the most recent changes.
Change 3627788 by Chris.Bunner
[Duplicate, CL 3627751] - VisibleExpressions static switch value evaluation needs to handle reroute nodes rather than only verify first expression.
Change 3627834 by Rolando.Caloca
DR - cis fix
Change 3627847 by Rolando.Caloca
DR - 4th try to fix static analysis
Change 3627877 by Guillaume.Abadie
Works arround a HLSLCC bug in a SimpleComposure project's material where x != x does not work for an unknown reason yet.
#jira UE-48063
Change 3628035 by Marcus.Wassmer
Duplicate 3620990
Smarter scenecapture allocation behavior.
Change 3628204 by Daniel.Wright
Fixed denormalization scale on one of the 2nd SH band of volumetric lightmaps
Change 3628217 by Mark.Satterthwaite
Fix InfiltratorForward project defaults so that iOS will package.
Change 3628515 by Arne.Schober
DR - [UE-49213] - Fix case where HZB was not generated for SSR and SSAO when Occlusion culling was disabled.
#RB Marcus.Wassmer
Change 3628550 by Chris.Bunner
Merge fixes.
Change 3628597 by Chris.Bunner
Merge fixes.
Change 3628656 by Michael.Trepka
One more workaround for a bug in StandardPlatformString.cpp. It doesn't handle %lf format correctly, parsing it as long double instead of ignoring the 'l' format sub-specifier.
Change 3628685 by Daniel.Wright
CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.
Change 3629094 by Ryan.Brucks
Fixes to RenderTargetCreateStaticTexture2DEditorOnly with additional error checks
#RB none
Change 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629491 by Rolando.Caloca
DR - Revert back to emulated uniform buffers on SM4/SM5
Change 3629663 by Daniel.Wright
Fixed NaN when capsule shadow direction is derived from volumetric lightmap with completely black lighting
Change 3629664 by Daniel.Wright
Don't render dynamic indirect occlusion from mesh distance fields when operating on a movable skylight, since DFAO fills that role
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3629770 by Mark.Satterthwaite
Fix a mobile Metal shader compilation error when using the FMA workaround for "cross" which should only be applied if the min. Metal version is 1.2 (as FMA is not known to work prior to this).
Change 3629793 by Daniel.Wright
Fixed VolumetricLightmapDetailCellSize not being respected in small levels, causing too much volumetric lightmap density and memory
Change 3629859 by Mark.Satterthwaite
macOS 10.12 also had problems with MSAA in forward rendering - so only permit it to work on macOS 10.13 and above.
Change 3630790 by Mark.Satterthwaite
Move RHISupportsMSAA so that the Metal related complications for when it is viable can be hidden within.
Change 3630990 by Rolando.Caloca
DR - vk - Redid CL 3617437 (optimize number of Buffer Views, eg 165 to 58)
Change 3631071 by Mark.Satterthwaite
Fix a small gotcha in a change from Dev-Mobile: for MetalRHI we need to explicitly configure the ShaderCacheContext for the immediate/device context after initialising the shader-cache.
#jira UE-49431
Change 3631076 by Rolando.Caloca
DR - vk - Redo 3617574, reduce number of render pass objects created
Change 3631250 by Mark.Satterthwaite
Make another Metal warning a Verbose log instead as it isn't interesting unless you are me.
Change 3631911 by Chris.Bunner
Back out changelist 3628035.
#jira UE-49364, UE-49365
Change 3632041 by Mark.Satterthwaite
Fix cloth rendering on Metal - some of the data in FClothVertex is uint but we load it from a float buffer. This could be due to a bug in Metal's as_type<uint4>() or it could be that Xcode 9's compiler is now finally enforcing Metal's official flush-to-zero-on-load semantics for denorms - it isn't immediately obvious.
#jira UE-49439
Change 3632261 by Brian.Karis
SM4 fallback for reflection captures.
Change 3632281 by Mark.Satterthwaite
Fix an intermittent assert on startup when the AVFoundation movie player gets the QAGame TM-ShaderModels video ready to play prior to the rendering thread being back online when resizing the window. This is done by deferring the processing of AVFoundation events to the game-thread where it won't cause a threading violation.
Change 3632382 by Rolando.Caloca
DR - vk - Fix clang warning
Change 3633338 by Chris.Bunner
Static analysis/Linux compile fix.
#jira UE-49502
Change 3633616 by Jian.Ru
Force alpha to 0xff for functional UI screenshot tests
#jira UE-48266
Change 3633818 by Daniel.Wright
Better indirection texture clamping and asserts
Change 3634319 by Mark.Satterthwaite
Stop FVolumetricLightmapDataLayer ::Discard which is invoked by the Editor RHI during texture-upload from chucking the backing data when in the Editor - because if we do that then cooking will serialise an empty array. This was only apparent on Mac because Metal always invokes Discard on BulkDataInterfaces and D3D11 never does.
#jira UE-49381
Change 3634613 by Rolando.Caloca
DR - Call discard on bulk data for textures
#jira UE-49533
Change 3634654 by Mark.Satterthwaite
Fixes for broken iOS builds:
- Fix RHIGetShaderLanguageVersion returning the wrong version for iOS Metal if the Mac version had already been queried - this has been wrong for a long while.
- Remove the precise:: qualifier for Metal's fma intrinsic - it isn't necessary and breaks on older OSes.
#jira UE-49381
Change 3634820 by Mark.Satterthwaite
Change the hash-function for the preprocessed HLSL source in FMetalShaderOutputCooker to reduce risk of hash-collisions. Fixes one cause of UE-49381 and reveals an underlying driver bug on iOS 9 with runtime-compiled text shaders *only*.
#jira UE-49381
Change 3634821 by Mark.Satterthwaite
Force Metal shaders only to recompile by incrementing the format version.
[CL 3635058 by Chris Bunner in Main branch]
2017-09-09 16:29:11 -04:00
if ( Material - > IsPostProcessMaterial ( ) )
{
if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " PostProcess " ) ) )
{
return true ;
}
}
2015-06-22 15:55:50 -04:00
{
bool bEditorStatsMaterial = Material - > bIsMaterialEditorStatsMaterial ;
2014-04-23 20:20:58 -04:00
2015-06-22 15:55:50 -04:00
// Always allow HitProxy shaders.
if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " HitProxy " ) ) )
{
return true ;
}
2014-03-14 14:13:41 -04:00
2015-06-22 15:55:50 -04:00
// we only need local vertex factory for the preview static mesh
if ( VertexFactoryType ! = FindVertexFactoryType ( FName ( TEXT ( " FLocalVertexFactory " ) , FNAME_Find ) ) )
{
//cache for gpu skinned vertex factory if the material allows it
//this way we can have a preview skeletal mesh
if ( bEditorStatsMaterial | |
2016-04-04 18:44:59 -04:00
! IsUsedWithSkeletalMesh ( ) )
{
return false ;
}
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extern ENGINE_API bool IsGPUSkinCacheAvailable ( EShaderPlatform Platform ) ;
bool bSkinCache = IsGPUSkinCacheAvailable ( Platform ) & & ( VertexFactoryType = = FindVertexFactoryType ( FName ( TEXT ( " FGPUSkinPassthroughVertexFactory " ) , FNAME_Find ) ) ) ;
2016-04-04 18:44:59 -04:00
if (
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VertexFactoryType ! = FindVertexFactoryType ( FName ( TEXT ( " TGPUSkinVertexFactoryDefault " ) , FNAME_Find ) ) & &
VertexFactoryType ! = FindVertexFactoryType ( FName ( TEXT ( " TGPUSkinVertexFactoryUnlimited " ) , FNAME_Find ) ) & &
2016-04-04 18:44:59 -04:00
! bSkinCache
)
2015-06-22 15:55:50 -04:00
{
return false ;
}
}
2014-03-14 14:13:41 -04:00
2018-05-23 21:04:31 -04:00
// Only allow shaders that are used in the stats.
if ( bEditorStatsMaterial )
2015-06-22 15:55:50 -04:00
{
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TMap < FName , TArray < FMaterialStatsUtils : : FRepresentativeShaderInfo > > ShaderTypeNamesAndDescriptions ;
FMaterialStatsUtils : : GetRepresentativeShaderTypesAndDescriptions ( ShaderTypeNamesAndDescriptions , this ) ;
2015-06-22 15:55:50 -04:00
2018-05-23 21:04:31 -04:00
for ( auto DescriptionPair : ShaderTypeNamesAndDescriptions )
{
auto & DescriptionArray = DescriptionPair . Value ;
if ( DescriptionArray . FindByPredicate ( [ ShaderType = ShaderType ] ( auto & Info ) { return Info . ShaderName = = ShaderType - > GetFName ( ) ; } ) )
{
return true ;
}
}
return false ;
2015-06-22 15:55:50 -04:00
}
// look for any of the needed type
bool bShaderTypeMatches = false ;
// For FMaterialResource::GetRepresentativeInstructionCounts
2019-10-01 13:03:04 -04:00
if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " MaterialCHSFNoLightMapPolicy " ) ) )
{
bShaderTypeMatches = true ;
}
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " MobileDirectionalLight " ) ) )
{
bShaderTypeMatches = true ;
}
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " MobileMovableDirectionalLight " ) ) )
2018-05-23 21:04:31 -04:00
{
bShaderTypeMatches = true ;
}
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " BasePassPSTDistanceFieldShadowsAndLightMapPolicyHQ " ) ) )
2015-06-22 15:55:50 -04:00
{
bShaderTypeMatches = true ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2981742)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2967522 on 2016/05/05 by Martin.Mittring
fixed UE-30208 Ensure taking high resolution screenshot
renamed cvar from r.SaveUncompressedEXRFrame to r.SaveEXR.CompressionQuality and change meaning
Change 2967541 on 2016/05/05 by Martin.Mittring
added cvar help entry to the editor menu
Change 2967544 on 2016/05/05 by Martin.Mittring
* added ensures to track down UE-22073 [CrashReport] Crash when changing Editor Window Size - FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting()
* fixed typo
* improved r.DisplayInternals
Change 2967685 on 2016/05/05 by Rolando.Caloca
DR - Fix 2013 compile
#jira UE-30369
Change 2967883 on 2016/05/05 by Olaf.Piesche
Making inherit rotation work for mesh particles
#jira UE-30153
Change 2967948 on 2016/05/05 by Daniel.Wright
MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
Change 2967954 on 2016/05/05 by Daniel.Wright
New refraction mode 'Pixel Normal Offset', which uses the difference between the per-pixel normal and the per-vertex normal to compute the refraction offset. This is useful for refraction from large water surfaces without reading outside of screen bounds as much.
Change 2967970 on 2016/05/05 by Olaf.Piesche
Improvement for depth buffer collision; reduce tunneling by sampling midpoint instead of predicted position.
#jira UE-27297
Change 2968125 on 2016/05/05 by Daniel.Wright
Hopeful fix for mac compile error with enum
Change 2968126 on 2016/05/05 by Daniel.Wright
Forward declare to fix compile error
Change 2969070 on 2016/05/06 by Martin.Mittring
fixed Clang Compile error
Change 2969224 on 2016/05/06 by Martin.Mittring
fixed Clang
Change 2969275 on 2016/05/06 by Rolando.Caloca
DR - Fix for simulation time from BP not matching material editor expression time
#jira UE-26431
Change 2969413 on 2016/05/06 by Daniel.Wright
Simple forward shading path
* Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache
* Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers
* Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough.
* Enabled with 'r.SimpleForwardShading 1', which can be changed at runtime
* Added r.SupportSimpleForwardShading, which determines if the necessary shaders are compiled
* Removed r.SimpleDynamicLighting, whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused
Change 2969414 on 2016/05/06 by Daniel.Wright
Added cvar 'r.Fog' for scalability
Change 2969415 on 2016/05/06 by Daniel.Wright
Low end scalability setup for Paragon
Change 2969583 on 2016/05/06 by Daniel.Wright
Effectively disabled the WRITES_PRECSHADOWFACTOR_TO_GBUFFER optimization, as all combinations use the GBuffer target
* This fixes bSingleSampleShadowFromStationaryLights which was broken in cl 2863775 when selective GBuffer outputs was enabled
Change 2969597 on 2016/05/06 by Olaf.Piesche
Adding emitter tick times to Cascade viewport overlays
#jira UE-25172
Change 2969599 on 2016/05/06 by Daniel.Wright
Added r.Shadow.ForceSingleSampleShadowingFromStationary for scalability
Change 2969795 on 2016/05/06 by Daniel.Wright
Made r.SimpleForwardShading a scalability cvar
Change 2969796 on 2016/05/06 by Daniel.Wright
Enabled simple forward shading for the lowest shadow quality in Paragon
* Moved Orion.Character.NonLocalHeroPreshadows to be under shadow quality
* Enabling r.Shadow.ForceSingleSampleShadowingFromStationary when shadows are disabled through r.ShadowQuality
Change 2972338 on 2016/05/10 by Martin.Mittring
Added ImageValidator V0.11 to Perforce (for automated screenshot comparison)
Change 2972450 on 2016/05/10 by Martin.Mittring
fixed sorting issues, added column sort
Change 2972564 on 2016/05/10 by Martin.Mittring
fixed PixelCountToFail
Change 2972572 on 2016/05/10 by Martin.Mittring
added color
Change 2972667 on 2016/05/10 by Daniel.Wright
Capsule shadows support an off-center projection - fixes stereo rendering
Indirect lighting cache is updated for primitives with a visible indirect capsule shadow - fixes indirect shadows disappearing when the caster is off-screen in the Static skylight case
Change 2972687 on 2016/05/10 by Martin.Mittring
split data from view
Change 2972713 on 2016/05/10 by Martin.Mittring
background validation
Change 2972742 on 2016/05/10 by Martin.Mittring
do not lock files in folder
Change 2972837 on 2016/05/10 by Daniel.Wright
Comment for tiled reflection culling edge failure case
Change 2972891 on 2016/05/10 by Daniel.Wright
Simple forward shading only supported on PC now
Change 2972927 on 2016/05/10 by Martin.Mittring
fixed comparison, added directory watcher
Change 2972952 on 2016/05/10 by Martin.Mittring
tooltips
Change 2972965 on 2016/05/10 by Martin.Mittring
readme
Change 2972986 on 2016/05/10 by Martin.Mittring
polish
Change 2973015 on 2016/05/10 by Zabir.Hoque
Clamp max cubemap resolutions for reflection capture component.
Change 2973067 on 2016/05/10 by Uriel.Doyon
Removed temporary streaming data from ULevel. Now the data goes directly in FStreamingManagerTexture.
Removed deprecated classes and structures associated with old data.
Uniformized dynamic primitives and static primitives streaming logic.
Static primitive instances are now bound to level component and have visibility information.
MeshTexCoordSize Debug now shows live update when tweaking "StreamingDistanceMultiplier"
Change 2973129 on 2016/05/10 by Martin.Mittring
fixed crash (uninit var)
Change 2973167 on 2016/05/10 by Olaf.Piesche
Fixing mac compiler warnings; removed beam tangent from particle source and target, as it's treated separately anyway.
Change 2973654 on 2016/05/11 by Gil.Gribb
FIxed bad resolve from main merge
Change 2973787 on 2016/05/11 by Simon.Tovey
PR #2080: Added 7 additional blueprint nodes and assoicated functions to Particle System Compoenent (Contributed by alwintom)
#2080
Change 2973794 on 2016/05/11 by Simon.Tovey
GitHub 1646 : Increase Wireframe Linear Color Value for Particles in Cascade Preview viewport
#1646
Change 2973814 on 2016/05/11 by Chris.Bunner
Fixed D3D warning.
Change 2973868 on 2016/05/11 by Martin.Mittring
fixed compiler warning
Change 2974104 on 2016/05/11 by Uriel.Doyon
Optimized TextureStreaming ASync task by improving cache efficency.
Removed ForcedFullyLoad texture sets and merged them with the other entries (to prevent checking in two data structures).
Change 2974163 on 2016/05/11 by Uriel.Doyon
Fixed Editor Build
Change 2974263 on 2016/05/11 by Olaf.Piesche
Fix for particle beam source/target selection
Change 2974313 on 2016/05/11 by Martin.Mittring
nicer icon
Change 2974632 on 2016/05/11 by Martin.Mittring
zoom (mouse wheel) and pan support
Change 2974651 on 2016/05/11 by Martin.Mittring
UE-30565 Blend Radius does not override Priority for blendable post process material array
#test:PC
Change 2974994 on 2016/05/12 by Uriel.Doyon
Fixed uninitialized members in texture streaming when updating dynamic primitives.
#jira UE-30632
Change 2975514 on 2016/05/12 by Olaf.Piesche
Getting mesh particle transform down to pixel shader, making available in TransformVector/TransformPosition nodes
#udn 288158, and requests from several artists
Change 2975970 on 2016/05/12 by Zabir.Hoque
Enable setting high precision normals/tangets as a part of static mesh import.
Change 2976134 on 2016/05/12 by Daniel.Wright
Moved RHI prefix out of command list macros so you can find callers in a Find in Files for RHIBlendState, etc
Change 2976135 on 2016/05/12 by Daniel.Wright
Added material property bAllowNegativeEmissiveColor which is useful when rendering to an offscreen render target
Change 2976139 on 2016/05/12 by Daniel.Wright
Blueprint can now be used to draw to a TextureRenderTarget2D with DrawMaterialToRenderTarget
Canvas can now draw to a TextureRenderTarget2D in a Blueprint with BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget
Change 2976199 on 2016/05/12 by Brian.Karis
Improved screen space ray cast intersection heuristic.
Change 2976203 on 2016/05/12 by Brian.Karis
Fixed hair NaNs
Change 2976214 on 2016/05/12 by Zabir.Hoque
Fix compiler error on Clang
Change 2976239 on 2016/05/12 by Brian.Karis
Improved hair shadows
Change 2976240 on 2016/05/12 by Brian.Karis
Made recompileshaders specific file work again. Kind of hacky but better than nothing
Change 2976290 on 2016/05/12 by Zabir.Hoque
Few more clang compiler fixes.
#jira UE-30713
Change 2976517 on 2016/05/13 by Zabir.Hoque
Final set of fixes for compile breaks.
Change 2976535 on 2016/05/13 by Zabir.Hoque
Fix mono builds
Change 2977270 on 2016/05/13 by Zabir.Hoque
Incorrectly used 7 as max texcoords. Corrected to #define MAX_TEX_COORDS
#lockdown gil.gribb
Change 2980140 on 2016/05/17 by Gil.Gribb
Merging //UE4/Dev-Main@2980127 to Dev-Rendering (//UE4/Dev-Rendering)
#lockdown nick.penwarden
Change 2980211 on 2016/05/17 by Ben.Marsh
EC: Build DDC in Dev-Rendering every 3 hours.
#lockdown Gil.Gribb
Change 2980876 on 2016/05/17 by Michael.Trepka
Metal shader compile fix
#lockdown gil.gribb
[CL 2981788 by Gil Gribb in Main branch]
2016-05-18 09:31:59 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " Simple " ) ) )
{
bShaderTypeMatches = true ;
}
2015-06-22 15:55:50 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " BasePassPSFNoLightMapPolicy " ) ) )
{
bShaderTypeMatches = true ;
}
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " CachedPointIndirectLightingPolicy " ) ) )
{
bShaderTypeMatches = true ;
}
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
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " PrecomputedVolumetricLightmapLightingPolicy " ) ) )
{
bShaderTypeMatches = true ;
}
2015-06-22 15:55:50 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " BasePassPSFSelfShadowedTranslucencyPolicy " ) ) )
{
bShaderTypeMatches = true ;
}
// Pick tessellation shader based on material settings
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " BasePassVSFNoLightMapPolicy " ) ) | |
FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " BasePassHSFNoLightMapPolicy " ) ) | |
FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " BasePassDSFNoLightMapPolicy " ) ) )
{
bShaderTypeMatches = true ;
}
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " DepthOnly " ) ) )
{
bShaderTypeMatches = true ;
}
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " ShadowDepth " ) ) )
{
bShaderTypeMatches = true ;
}
2019-10-01 13:03:04 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " Distortion " ) ) )
2015-06-22 15:55:50 -04:00
{
bShaderTypeMatches = true ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " MeshDecal " ) ) )
{
bShaderTypeMatches = true ;
}
2015-06-22 15:55:50 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " TBasePassForForwardShading " ) ) )
{
bShaderTypeMatches = true ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3169859)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3154832 on 2016/10/07 by Rolando.Caloca
DR - vk - Fix crash on framebuffers with missing textures
Change 3154838 on 2016/10/07 by Rolando.Caloca
DR - vk - Enable clip distance
Change 3154840 on 2016/10/07 by Rolando.Caloca
DR - Remove branch per codereview
Change 3155118 on 2016/10/07 by Rolando.Caloca
DR - vk - Compute pipeline fixes
Change 3155129 on 2016/10/07 by Rolando.Caloca
DR - Added draw events for reflection captures
Change 3155167 on 2016/10/07 by Rolando.Caloca
DR - Use shader clear for platforms that can't use viewport or scissor
Change 3155168 on 2016/10/07 by Rolando.Caloca
DR - vk - Added submit gpu
- Some fixes for Geometry and Compute
Change 3155595 on 2016/10/07 by Rolando.Caloca
DR - vk - Use new render pass system
Change 3155720 on 2016/10/07 by Rolando.Caloca
DR - vk - static analysis fix
Change 3155732 on 2016/10/07 by Rolando.Caloca
DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear
Change 3156787 on 2016/10/10 by Rolando.Caloca
DR - Fix mem leaks
Change 3156805 on 2016/10/10 by Rolando.Caloca
DR - Improve check msg per licensee
Change 3156815 on 2016/10/10 by Rolando.Caloca
DR - Fix infinite recursion
Change 3157041 on 2016/10/10 by Rolando.Caloca
DR - vk - Fix key access from multiple threads
Change 3158253 on 2016/10/11 by Rolando.Caloca
DR - Fix comment
#jira UE-37128
PR #2852
Change 3158606 on 2016/10/11 by Rolando.Caloca
DR - vk - Accessors
Change 3160418 on 2016/10/12 by Daniel.Wright
Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
Change 3160644 on 2016/10/12 by Arne.Schober
DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms.
Change 3161219 on 2016/10/13 by Luke.Thatcher
[RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL.
Change 3161838 on 2016/10/13 by Daniel.Wright
Fixed level getting added to the dirty list twice when legacy lightmaps are present
Change 3161884 on 2016/10/13 by Arne.Schober
DR - Fix Mac and DCC build
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3162491 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397:
More fixed type-casting on material attributes.
Swapped compiler::forcecast booleans to flags (and fixed a regression).
Change 3163266 on 2016/10/14 by Daniel.Wright
Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly
Change 3163524 on 2016/10/14 by Mark.Satterthwaite
Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful.
Change 3163529 on 2016/10/14 by Mark.Satterthwaite
Move the Metal shader source code and compilation path into the newly enlarged shader optional data.
Change 3163553 on 2016/10/14 by Mark.Satterthwaite
Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system.
#jira FORT-31590
Change 3163562 on 2016/10/14 by Mark.Satterthwaite
Tidy up and extend the Metal debugging options:
- Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU.
- Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory.
- Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely.
- Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors.
- Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API.
- Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely.
- Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time.
- Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case.
Change 3163752 on 2016/10/14 by Mark.Satterthwaite
Add missing parenthesis to fix compile error on iOS.
Change 3164151 on 2016/10/16 by Benjamin.Hyder
Submitting TM-AutoLOD level to QAGame
#jira UE-29618
Change 3164190 on 2016/10/16 by Uriel.Doyon
Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture.
This data can be disabled through "r.Streaming.UseMaterialData"
Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes.
Simplified component interface for using the texture streaming build framework.
Removed intermediate texture streaming build data from the static mesh components.
Fixed shader compilation errors with the decals (from merge with main).
Change 3164636 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix validation spam
Change 3164679 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area.
Change 3164705 on 2016/10/17 by Daniel.Wright
When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches. This optimization requires a lighting build to compute PrecomputedLightVolume bounds.
Change 3164834 on 2016/10/17 by Daniel.Wright
Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
Change 3164870 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer.
Change 3164949 on 2016/10/17 by Rolando.Caloca
DR - vk - First version of pooled occlusion queries
Change 3165100 on 2016/10/17 by Rolando.Caloca
DR - vk - Added driver version for Nvidia. AMD doesn't have one yet.
Change 3165160 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix for queries not ready
Change 3165230 on 2016/10/17 by Rolando.Caloca
DR - vk - More fixes for occlusion queries
Change 3165839 on 2016/10/18 by Rolando.Caloca
DR - hlslcc - Fix default parameters getting wrong values
Change 3166029 on 2016/10/18 by Rolando.Caloca
DR - Switch some clears to DrawClearQuad()
Change 3166066 on 2016/10/18 by Mark.Satterthwaite
Update ShaderVersion due to CL #3163524
Change 3166067 on 2016/10/18 by Mark.Satterthwaite
Update Mac hlslcc for RCO's 3165839.
Change 3166370 on 2016/10/18 by Brian.Karis
Improved hair AA
Change 3166389 on 2016/10/18 by Uriel.Doyon
Fixed lightmap having bigger resolutions than the engine can handle
#jira UE-34737
#review-3166193 @daniel.wright
Change 3166495 on 2016/10/18 by Rolando.Caloca
DR - vk - Fix occlusion queries
Change 3166516 on 2016/10/18 by Arne.Schober
DR - Fix shaderbuild issue
Change 3166650 on 2016/10/18 by Rolando.Caloca
DR - vk - Enable GRHISupportsFirstInstance
Change 3166799 on 2016/10/18 by Arne.Schober
DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO
Change 3167855 on 2016/10/19 by Rolando.Caloca
DR - vk - Implemented texture streaming
Change 3168365 on 2016/10/19 by Rolando.Caloca
DR - Fix static analysis
Change 3168405 on 2016/10/19 by Mark.Satterthwaite
Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky.
#jira UE-37489
Change 3169467 on 2016/10/20 by Arne.Schober
DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling.
Change 3169478 on 2016/10/20 by Arne.Schober
DR - UE-28039 - missing comment
Change 3169845 on 2016/10/20 by Arne.Schober
DR - UE-35937 - readd Merged out check
Change 3169859 on 2016/10/20 by Rolando.Caloca
DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database
[CL 3170066 by Marcus Wassmer in Main branch]
2016-10-20 20:09:22 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " FDebugViewModeVS " ) ) )
{
bShaderTypeMatches = true ;
}
2019-10-01 13:03:04 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " FVelocity " ) ) )
{
bShaderTypeMatches = true ;
}
2020-09-24 00:43:27 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " FAnisotropy " ) ) )
{
bShaderTypeMatches = true ;
}
2019-10-01 13:03:04 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " RayTracingDynamicGeometryConverter " ) ) )
{
bShaderTypeMatches = true ;
}
2020-07-06 18:58:26 -04:00
else if ( FCString : : Stristr ( ShaderType - > GetName ( ) , TEXT ( " FLumenCard " ) ) )
{
bShaderTypeMatches = true ;
}
2015-06-22 15:55:50 -04:00
return bShaderTypeMatches ;
}
2014-03-14 14:13:41 -04:00
}
/**
* Should shaders compiled for this material be saved to disk ?
*/
2020-10-22 19:19:16 -04:00
virtual bool IsPersistent ( ) const override { return false ; }
2021-03-23 22:41:51 -04:00
virtual FString GetAssetName ( ) const override { return FString : : Printf ( TEXT ( " Preview:%s " ) , * FMaterialResource : : GetAssetName ( ) ) ; }
2014-03-14 14:13:41 -04:00
} ;
/** Implementation of Preview Material functions*/
2014-10-14 10:29:11 -04:00
UPreviewMaterial : : UPreviewMaterial ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
2014-03-14 14:13:41 -04:00
{
}
FMaterialResource * UPreviewMaterial : : AllocateResource ( )
{
return new FPreviewMaterial ( ) ;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
void UMaterialEditorPreviewParameters : : PostEditChangeProperty ( FPropertyChangedEvent & PropertyChangedEvent )
{
2019-01-30 20:34:55 -05:00
if ( PreviewMaterial & & PropertyChangedEvent . ChangeType ! = EPropertyChangeType : : Interactive )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
{
2019-12-13 11:07:03 -05:00
FProperty * PropertyThatChanged = PropertyChangedEvent . Property ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
if ( OriginalFunction = = nullptr )
{
CopyToSourceInstance ( ) ;
PreviewMaterial - > PostEditChangeProperty ( PropertyChangedEvent ) ;
}
else
{
ApplySourceFunctionChanges ( ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
if ( OriginalFunction - > PreviewMaterial )
{
OriginalFunction - > PreviewMaterial - > PostEditChangeProperty ( PropertyChangedEvent ) ;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
}
}
}
2021-09-22 11:34:20 -04:00
void UMaterialEditorPreviewParameters : : AssignParameterToGroup ( UDEditorParameterValue * ParameterValue , const FName & InParameterGroupName )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
{
check ( ParameterValue ) ;
2021-09-22 11:34:20 -04:00
FName ParameterGroupName = InParameterGroupName ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
if ( ParameterGroupName = = TEXT ( " " ) | | ParameterGroupName = = TEXT ( " None " ) )
{
ParameterGroupName = TEXT ( " None " ) ;
}
IMaterialEditorModule * MaterialEditorModule = & FModuleManager : : LoadModuleChecked < IMaterialEditorModule > ( " MaterialEditor " ) ;
2020-09-24 00:43:27 -04:00
// Material layers
UDEditorMaterialLayersParameterValue * MaterialLayerParam = Cast < UDEditorMaterialLayersParameterValue > ( ParameterValue ) ;
if ( ParameterValue - > ParameterInfo . Association = = EMaterialParameterAssociation : : GlobalParameter )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
{
2020-09-24 00:43:27 -04:00
if ( MaterialLayerParam )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
{
2020-09-24 00:43:27 -04:00
ParameterGroupName = FMaterialPropertyHelpers : : LayerParamName ;
}
else
{
FString AppendedGroupName = GlobalGroupPrefix . ToString ( ) ;
if ( ParameterGroupName ! = TEXT ( " None " ) )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
{
2020-09-24 00:43:27 -04:00
ParameterGroupName . AppendString ( AppendedGroupName ) ;
ParameterGroupName = FName ( * AppendedGroupName ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
}
else
{
2020-09-24 00:43:27 -04:00
ParameterGroupName = TEXT ( " Global " ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
}
}
}
FEditorParameterGroup & CurrentGroup = FMaterialPropertyHelpers : : GetParameterGroup ( PreviewMaterial , ParameterGroupName , ParameterGroups ) ;
CurrentGroup . GroupAssociation = ParameterValue - > ParameterInfo . Association ;
ParameterValue - > SetFlags ( RF_Transactional ) ;
CurrentGroup . Parameters . Add ( ParameterValue ) ;
}
void UMaterialEditorPreviewParameters : : RegenerateArrays ( )
{
ParameterGroups . Empty ( ) ;
if ( PreviewMaterial )
{
// Only operate on base materials
UMaterial * ParentMaterial = PreviewMaterial ;
2021-03-05 19:27:14 -04:00
// This can run before UMaterial::PostEditChangeProperty has a chance to run, so explicitly call UpdateCachedExpressionData here
2020-02-07 20:17:09 -05:00
PreviewMaterial - > UpdateCachedExpressionData ( ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
// Loop through all types of parameters for this material and add them to the parameter arrays.
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
TMap < FMaterialParameterInfo , FMaterialParameterMetadata > ParameterValues ;
for ( int32 TypeIndex = 0 ; TypeIndex < NumMaterialParameterTypes ; + + TypeIndex )
{
const EMaterialParameterType ParameterType = ( EMaterialParameterType ) TypeIndex ;
ParentMaterial - > GetAllParametersOfType ( ParameterType , ParameterValues ) ;
for ( const auto & It : ParameterValues )
{
UDEditorParameterValue * Parameter = UDEditorParameterValue : : Create ( this , ParameterType , It . Key , It . Value ) ;
Parameter - > bOverride = true ;
2021-09-22 11:34:20 -04:00
AssignParameterToGroup ( Parameter , It . Value . Group ) ;
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
}
}
2021-10-25 20:05:28 -04:00
// Static Material Layers
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
{
2021-11-07 23:43:01 -05:00
FMaterialLayersFunctions MaterialLayers ;
if ( ParentMaterial - > GetMaterialLayers ( MaterialLayers ) )
{
UDEditorMaterialLayersParameterValue * ParameterValue = NewObject < UDEditorMaterialLayersParameterValue > ( this ) ;
ParameterValue - > bOverride = true ;
ParameterValue - > ParameterValue = MoveTemp ( MaterialLayers ) ;
AssignParameterToGroup ( ParameterValue , FName ( ) ) ;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
}
}
// sort contents of groups
for ( int32 ParameterIdx = 0 ; ParameterIdx < ParameterGroups . Num ( ) ; ParameterIdx + + )
{
FEditorParameterGroup & ParamGroup = ParameterGroups [ ParameterIdx ] ;
struct FCompareUDEditorParameterValueByParameterName
{
FORCEINLINE bool operator ( ) ( const UDEditorParameterValue & A , const UDEditorParameterValue & B ) const
{
FString AName = A . ParameterInfo . Name . ToString ( ) ;
FString BName = B . ParameterInfo . Name . ToString ( ) ;
return A . SortPriority ! = B . SortPriority ? A . SortPriority < B . SortPriority : AName < BName ;
}
} ;
ParamGroup . Parameters . Sort ( FCompareUDEditorParameterValueByParameterName ( ) ) ;
}
// sort groups itself pushing defaults to end
struct FCompareFEditorParameterGroupByName
{
FORCEINLINE bool operator ( ) ( const FEditorParameterGroup & A , const FEditorParameterGroup & B ) const
{
FString AName = A . GroupName . ToString ( ) ;
FString BName = B . GroupName . ToString ( ) ;
if ( AName = = TEXT ( " none " ) )
{
return false ;
}
if ( BName = = TEXT ( " none " ) )
{
return false ;
}
return A . GroupSortPriority ! = B . GroupSortPriority ? A . GroupSortPriority < B . GroupSortPriority : AName < BName ;
}
} ;
ParameterGroups . Sort ( FCompareFEditorParameterGroupByName ( ) ) ;
TArray < struct FEditorParameterGroup > ParameterDefaultGroups ;
for ( int32 ParameterIdx = 0 ; ParameterIdx < ParameterGroups . Num ( ) ; ParameterIdx + + )
{
FEditorParameterGroup & ParamGroup = ParameterGroups [ ParameterIdx ] ;
if ( ParamGroup . GroupName = = TEXT ( " None " ) )
{
ParameterDefaultGroups . Add ( ParamGroup ) ;
ParameterGroups . RemoveAt ( ParameterIdx ) ;
break ;
}
}
if ( ParameterDefaultGroups . Num ( ) > 0 )
{
ParameterGroups . Append ( ParameterDefaultGroups ) ;
}
}
void UMaterialEditorPreviewParameters : : CopyToSourceInstance ( )
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
if ( PreviewMaterial - > IsTemplate ( RF_ClassDefaultObject ) = = false & & OriginalMaterial ! = nullptr )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
OriginalMaterial - > MarkPackageDirty ( ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
// Scalar Parameters
for ( int32 GroupIdx = 0 ; GroupIdx < ParameterGroups . Num ( ) ; GroupIdx + + )
{
FEditorParameterGroup & Group = ParameterGroups [ GroupIdx ] ;
for ( int32 ParameterIdx = 0 ; ParameterIdx < Group . Parameters . Num ( ) ; ParameterIdx + + )
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
UDEditorParameterValue * Parameter = Group . Parameters [ ParameterIdx ] ;
if ( Parameter )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
FMaterialParameterMetadata EditorValue ;
if ( Parameter - > GetValue ( EditorValue ) )
{
PreviewMaterial - > SetParameterValueEditorOnly ( Parameter - > ParameterInfo . Name , EditorValue ) ;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
}
}
}
}
}
FName UMaterialEditorPreviewParameters : : GlobalGroupPrefix = FName ( " Global " ) ;
void UMaterialEditorPreviewParameters : : ApplySourceFunctionChanges ( )
{
if ( OriginalFunction ! = nullptr )
{
CopyToSourceInstance ( ) ;
OriginalFunction - > MarkPackageDirty ( ) ;
// Scalar Parameters
for ( int32 GroupIdx = 0 ; GroupIdx < ParameterGroups . Num ( ) ; GroupIdx + + )
{
FEditorParameterGroup & Group = ParameterGroups [ GroupIdx ] ;
for ( int32 ParameterIdx = 0 ; ParameterIdx < Group . Parameters . Num ( ) ; ParameterIdx + + )
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
UDEditorParameterValue * Parameter = Group . Parameters [ ParameterIdx ] ;
if ( Parameter )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
FMaterialParameterMetadata EditorValue ;
if ( Parameter - > GetValue ( EditorValue ) )
{
OriginalFunction - > SetParameterValueEditorOnly ( Parameter - > ParameterInfo . Name , EditorValue ) ;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
}
}
}
UMaterialEditingLibrary : : UpdateMaterialFunction ( OriginalFunction , PreviewMaterial ) ;
}
}
# if WITH_EDITOR
void UMaterialEditorPreviewParameters : : PostEditUndo ( )
{
Super : : PostEditUndo ( ) ;
}
# endif
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
FName UMaterialEditorInstanceConstant : : GlobalGroupPrefix = FName ( " Global " ) ;
2014-10-14 10:29:11 -04:00
UMaterialEditorInstanceConstant : : UMaterialEditorInstanceConstant ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
bIsFunctionPreviewMaterial = false ;
2018-11-14 21:37:16 -05:00
bShowOnlyOverrides = false ;
2014-03-14 14:13:41 -04:00
}
void UMaterialEditorInstanceConstant : : PostEditChangeProperty ( FPropertyChangedEvent & PropertyChangedEvent )
{
if ( SourceInstance )
{
2019-12-13 11:07:03 -05:00
FProperty * PropertyThatChanged = PropertyChangedEvent . Property ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
bool bLayersParameterChanged = false ;
2014-03-14 14:13:41 -04:00
2014-08-22 06:53:27 -04:00
FNavigationLockContext NavUpdateLock ( ENavigationLockReason : : MaterialUpdate ) ;
2014-03-14 14:13:41 -04:00
if ( PropertyThatChanged & & PropertyThatChanged - > GetName ( ) = = TEXT ( " Parent " ) )
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
if ( bIsFunctionPreviewMaterial )
{
bIsFunctionInstanceDirty = true ;
ApplySourceFunctionChanges ( ) ;
}
else
{
FMaterialUpdateContext Context ;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
UpdateSourceInstanceParent ( ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
Context . AddMaterialInstance ( SourceInstance ) ;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
// Fully update static parameters before recreating render state for all components
SetSourceInstance ( SourceInstance ) ;
}
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
else if ( ! bIsFunctionPreviewMaterial )
{
// If a material layers parameter changed we need to update it on the source instance
// immediately so parameters contained within the new functions can be collected
for ( FEditorParameterGroup & Group : ParameterGroups )
{
for ( UDEditorParameterValue * Parameter : Group . Parameters )
{
if ( UDEditorMaterialLayersParameterValue * LayersParam = Cast < UDEditorMaterialLayersParameterValue > ( Parameter ) )
{
2021-10-25 20:05:28 -04:00
if ( SourceInstance - > SetMaterialLayers ( LayersParam - > ParameterValue ) )
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
bLayersParameterChanged = true ;
2021-10-25 20:05:28 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
}
}
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
if ( bLayersParameterChanged )
{
RegenerateArrays ( ) ;
}
}
CopyToSourceInstance ( bLayersParameterChanged ) ;
2014-03-14 14:13:41 -04:00
// Tell our source instance to update itself so the preview updates.
SourceInstance - > PostEditChangeProperty ( PropertyChangedEvent ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3169859)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3154832 on 2016/10/07 by Rolando.Caloca
DR - vk - Fix crash on framebuffers with missing textures
Change 3154838 on 2016/10/07 by Rolando.Caloca
DR - vk - Enable clip distance
Change 3154840 on 2016/10/07 by Rolando.Caloca
DR - Remove branch per codereview
Change 3155118 on 2016/10/07 by Rolando.Caloca
DR - vk - Compute pipeline fixes
Change 3155129 on 2016/10/07 by Rolando.Caloca
DR - Added draw events for reflection captures
Change 3155167 on 2016/10/07 by Rolando.Caloca
DR - Use shader clear for platforms that can't use viewport or scissor
Change 3155168 on 2016/10/07 by Rolando.Caloca
DR - vk - Added submit gpu
- Some fixes for Geometry and Compute
Change 3155595 on 2016/10/07 by Rolando.Caloca
DR - vk - Use new render pass system
Change 3155720 on 2016/10/07 by Rolando.Caloca
DR - vk - static analysis fix
Change 3155732 on 2016/10/07 by Rolando.Caloca
DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear
Change 3156787 on 2016/10/10 by Rolando.Caloca
DR - Fix mem leaks
Change 3156805 on 2016/10/10 by Rolando.Caloca
DR - Improve check msg per licensee
Change 3156815 on 2016/10/10 by Rolando.Caloca
DR - Fix infinite recursion
Change 3157041 on 2016/10/10 by Rolando.Caloca
DR - vk - Fix key access from multiple threads
Change 3158253 on 2016/10/11 by Rolando.Caloca
DR - Fix comment
#jira UE-37128
PR #2852
Change 3158606 on 2016/10/11 by Rolando.Caloca
DR - vk - Accessors
Change 3160418 on 2016/10/12 by Daniel.Wright
Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
Change 3160644 on 2016/10/12 by Arne.Schober
DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms.
Change 3161219 on 2016/10/13 by Luke.Thatcher
[RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL.
Change 3161838 on 2016/10/13 by Daniel.Wright
Fixed level getting added to the dirty list twice when legacy lightmaps are present
Change 3161884 on 2016/10/13 by Arne.Schober
DR - Fix Mac and DCC build
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3162491 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397:
More fixed type-casting on material attributes.
Swapped compiler::forcecast booleans to flags (and fixed a regression).
Change 3163266 on 2016/10/14 by Daniel.Wright
Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly
Change 3163524 on 2016/10/14 by Mark.Satterthwaite
Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful.
Change 3163529 on 2016/10/14 by Mark.Satterthwaite
Move the Metal shader source code and compilation path into the newly enlarged shader optional data.
Change 3163553 on 2016/10/14 by Mark.Satterthwaite
Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system.
#jira FORT-31590
Change 3163562 on 2016/10/14 by Mark.Satterthwaite
Tidy up and extend the Metal debugging options:
- Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU.
- Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory.
- Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely.
- Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors.
- Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API.
- Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely.
- Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time.
- Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case.
Change 3163752 on 2016/10/14 by Mark.Satterthwaite
Add missing parenthesis to fix compile error on iOS.
Change 3164151 on 2016/10/16 by Benjamin.Hyder
Submitting TM-AutoLOD level to QAGame
#jira UE-29618
Change 3164190 on 2016/10/16 by Uriel.Doyon
Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture.
This data can be disabled through "r.Streaming.UseMaterialData"
Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes.
Simplified component interface for using the texture streaming build framework.
Removed intermediate texture streaming build data from the static mesh components.
Fixed shader compilation errors with the decals (from merge with main).
Change 3164636 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix validation spam
Change 3164679 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area.
Change 3164705 on 2016/10/17 by Daniel.Wright
When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches. This optimization requires a lighting build to compute PrecomputedLightVolume bounds.
Change 3164834 on 2016/10/17 by Daniel.Wright
Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
Change 3164870 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer.
Change 3164949 on 2016/10/17 by Rolando.Caloca
DR - vk - First version of pooled occlusion queries
Change 3165100 on 2016/10/17 by Rolando.Caloca
DR - vk - Added driver version for Nvidia. AMD doesn't have one yet.
Change 3165160 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix for queries not ready
Change 3165230 on 2016/10/17 by Rolando.Caloca
DR - vk - More fixes for occlusion queries
Change 3165839 on 2016/10/18 by Rolando.Caloca
DR - hlslcc - Fix default parameters getting wrong values
Change 3166029 on 2016/10/18 by Rolando.Caloca
DR - Switch some clears to DrawClearQuad()
Change 3166066 on 2016/10/18 by Mark.Satterthwaite
Update ShaderVersion due to CL #3163524
Change 3166067 on 2016/10/18 by Mark.Satterthwaite
Update Mac hlslcc for RCO's 3165839.
Change 3166370 on 2016/10/18 by Brian.Karis
Improved hair AA
Change 3166389 on 2016/10/18 by Uriel.Doyon
Fixed lightmap having bigger resolutions than the engine can handle
#jira UE-34737
#review-3166193 @daniel.wright
Change 3166495 on 2016/10/18 by Rolando.Caloca
DR - vk - Fix occlusion queries
Change 3166516 on 2016/10/18 by Arne.Schober
DR - Fix shaderbuild issue
Change 3166650 on 2016/10/18 by Rolando.Caloca
DR - vk - Enable GRHISupportsFirstInstance
Change 3166799 on 2016/10/18 by Arne.Schober
DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO
Change 3167855 on 2016/10/19 by Rolando.Caloca
DR - vk - Implemented texture streaming
Change 3168365 on 2016/10/19 by Rolando.Caloca
DR - Fix static analysis
Change 3168405 on 2016/10/19 by Mark.Satterthwaite
Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky.
#jira UE-37489
Change 3169467 on 2016/10/20 by Arne.Schober
DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling.
Change 3169478 on 2016/10/20 by Arne.Schober
DR - UE-28039 - missing comment
Change 3169845 on 2016/10/20 by Arne.Schober
DR - UE-35937 - readd Merged out check
Change 3169859 on 2016/10/20 by Rolando.Caloca
DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database
[CL 3170066 by Marcus Wassmer in Main branch]
2016-10-20 20:09:22 -04:00
// Invalidate the streaming data so that it gets rebuilt.
SourceInstance - > TextureStreamingData . Empty ( ) ;
2014-03-14 14:13:41 -04:00
}
}
2021-09-22 11:34:20 -04:00
void UMaterialEditorInstanceConstant : : AssignParameterToGroup ( UDEditorParameterValue * ParameterValue , const FName & InParameterGroupName )
2014-03-14 14:13:41 -04:00
{
check ( ParameterValue ) ;
2021-09-22 11:34:20 -04:00
FName ParameterGroupName = InParameterGroupName ;
2014-03-14 14:13:41 -04:00
if ( ParameterGroupName = = TEXT ( " " ) | | ParameterGroupName = = TEXT ( " None " ) )
{
if ( bUseOldStyleMICEditorGroups = = true )
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
ParameterGroupName = ParameterValue - > GetDefaultGroupName ( ) ;
2014-03-14 14:13:41 -04:00
}
else
{
ParameterGroupName = TEXT ( " None " ) ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
IMaterialEditorModule * MaterialEditorModule = & FModuleManager : : LoadModuleChecked < IMaterialEditorModule > ( " MaterialEditor " ) ;
2020-09-24 00:43:27 -04:00
// Material layers
if ( ParameterValue - > ParameterInfo . Association = = EMaterialParameterAssociation : : GlobalParameter )
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
2020-09-24 00:43:27 -04:00
FString AppendedGroupName = GlobalGroupPrefix . ToString ( ) ;
if ( ParameterGroupName ! = TEXT ( " None " ) )
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
2020-09-24 00:43:27 -04:00
ParameterGroupName . AppendString ( AppendedGroupName ) ;
ParameterGroupName = FName ( * AppendedGroupName ) ;
}
else
{
ParameterGroupName = TEXT ( " Global " ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
}
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
FEditorParameterGroup & CurrentGroup = FMaterialPropertyHelpers : : GetParameterGroup ( Parent - > GetMaterial ( ) , ParameterGroupName , ParameterGroups ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
CurrentGroup . GroupAssociation = ParameterValue - > ParameterInfo . Association ;
ParameterValue - > SetFlags ( RF_Transactional ) ;
2014-03-14 14:13:41 -04:00
CurrentGroup . Parameters . Add ( ParameterValue ) ;
}
void UMaterialEditorInstanceConstant : : RegenerateArrays ( )
{
VisibleExpressions . Empty ( ) ;
ParameterGroups . Empty ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
if ( Parent )
2014-03-14 14:13:41 -04:00
{
// Only operate on base materials
UMaterial * ParentMaterial = Parent - > GetMaterial ( ) ;
SourceInstance - > UpdateParameterNames ( ) ; // Update any parameter names that may have changed.
2021-11-07 23:43:01 -05:00
SourceInstance - > UpdateCachedData ( ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
// Need to get layer info first as other params are collected from layers
{
2021-11-07 23:43:01 -05:00
FMaterialLayersFunctions MaterialLayers ;
if ( SourceInstance - > GetMaterialLayers ( MaterialLayers ) )
{
UDEditorMaterialLayersParameterValue & ParameterValue = * ( NewObject < UDEditorMaterialLayersParameterValue > ( this ) ) ;
ParameterValue . bOverride = true ;
ParameterValue . ParameterValue = MoveTemp ( MaterialLayers ) ;
AssignParameterToGroup ( & ParameterValue , FName ( ) ) ;
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
}
2014-03-14 14:13:41 -04:00
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
TMap < FMaterialParameterInfo , FMaterialParameterMetadata > ParameterValues ;
for ( int32 TypeIndex = 0 ; TypeIndex < NumMaterialParameterTypes ; + + TypeIndex )
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
const EMaterialParameterType ParameterType = ( EMaterialParameterType ) TypeIndex ;
SourceInstance - > GetAllParametersOfType ( ParameterType , ParameterValues ) ;
for ( const auto & It : ParameterValues )
2014-03-14 14:13:41 -04:00
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
UDEditorParameterValue * Parameter = UDEditorParameterValue : : Create ( this , ParameterType , It . Key , It . Value ) ;
2021-09-22 11:34:20 -04:00
AssignParameterToGroup ( Parameter , It . Value . Group ) ;
2019-09-06 19:47:59 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
2014-03-14 14:13:41 -04:00
IMaterialEditorModule * MaterialEditorModule = & FModuleManager : : LoadModuleChecked < IMaterialEditorModule > ( " MaterialEditor " ) ;
MaterialEditorModule - > GetVisibleMaterialParameters ( ParentMaterial , SourceInstance , VisibleExpressions ) ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
2014-03-14 14:13:41 -04:00
// sort contents of groups
2021-03-05 19:27:14 -04:00
for ( int32 ParameterIdx = 0 ; ParameterIdx < ParameterGroups . Num ( ) ; ParameterIdx + + )
2014-03-14 14:13:41 -04:00
{
FEditorParameterGroup & ParamGroup = ParameterGroups [ ParameterIdx ] ;
struct FCompareUDEditorParameterValueByParameterName
{
FORCEINLINE bool operator ( ) ( const UDEditorParameterValue & A , const UDEditorParameterValue & B ) const
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
FString AName = A . ParameterInfo . Name . ToString ( ) ;
FString BName = B . ParameterInfo . Name . ToString ( ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3323393 on 2017/02/27 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3379355 on 2017/04/04 by Lauren.Ridge
Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences.
Change 3379389 on 2017/04/04 by Nick.Darnell
Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated.
Change 3379551 on 2017/04/04 by Nick.Darnell
Automation - Adding more logging to the automation controller when generating reports.
Change 3379554 on 2017/04/04 by Nick.Darnell
UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts.
Change 3379565 on 2017/04/04 by Nick.Darnell
UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints.
Change 3379576 on 2017/04/04 by Lauren.Ridge
Parameter group dropdown now sorts alphabetically
Change 3379592 on 2017/04/04 by JeanMichel.Dignard
Fbx Morph Targets import optimisation
- Only reimport the points for each morphs and compute the tangents for the wedges affected by those points.
- Removed the full skeletal mesh rebuild on each morph target import.
- Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero.
Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file.
#jira UE-34125
Change 3380260 on 2017/04/04 by Nick.Darnell
UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted.
Change 3380551 on 2017/04/05 by Andrew.Rodham
Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level
#jira UE-43446
Change 3380555 on 2017/04/05 by Andrew.Rodham
Sequencer: Automated unit tests for the segment and track compilers
Change 3380647 on 2017/04/05 by Nick.Darnell
UMG - Tweaking some stuff on the experimental rich textblock.
Change 3380719 on 2017/04/05 by Yannick.Lange
Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData.
#jira UE-43667
Change 3380765 on 2017/04/05 by Nick.Darnell
UMG - Fixing a few more instances of OPTIONAL_BINDING.
Change 3380786 on 2017/04/05 by Yannick.Lange
Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR.
Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt
PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist)
Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt
Expose static mesh material accessors to blueprints
#jira UE-43631
Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt
Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default
Change 3381705 on 2017/04/05 by Yannick.Lange
- Slate application multiple input pre-processors.
- Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor.
Change 3381959 on 2017/04/05 by Yannick.Lange
Back out changelist 3381705. Old changelist.
Change 3382049 on 2017/04/05 by Yannick.Lange
- Slate application multiple input pre-processors in a wrapper class.
- Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor.
- Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor.
Change 3382450 on 2017/04/06 by Andrew.Rodham
Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds
Change 3382468 on 2017/04/06 by Yannick.Lange
Rename AllowWorldMovement parameter to bAllow.
Change 3382474 on 2017/04/06 by Yannick.Lange
Make GetInteractors constant because we dont want it to be possible to change this arrray.
Change 3382492 on 2017/04/06 by Yannick.Lange
VR Editor: Floating UI's are stored in a map with FNames as key.
Change 3382502 on 2017/04/06 by Yannick.Lange
VR Editor: Use asset container for auto scaler sound.
Change 3382589 on 2017/04/06 by Nick.Darnell
Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality.
Change 3382594 on 2017/04/06 by Nick.Darnell
UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect.
Change 3382672 on 2017/04/06 by Nick.Darnell
Build - Fixing incremental build.
Change 3382674 on 2017/04/06 by Nick.Darnell
Removing a hack added by launcher.
Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt
Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter
Change 3382875 on 2017/04/06 by Michael.Trepka
Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously.
#jira FORT-34952
Change 3383303 on 2017/04/06 by Lauren.Ridge
Adding sort priority to texture parameter code
Change 3383561 on 2017/04/06 by Jamie.Dale
Fixed MaximumIntegralDigits incorrectly including group separators in its count
Change 3383570 on 2017/04/06 by Jamie.Dale
Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled
Change 3384507 on 2017/04/07 by Lauren.Ridge
Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set.
#jira UE-21172
Change 3384804 on 2017/04/07 by Joe.Graf
Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer
#CodeReview: marc.audy
#rb: n/a
Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt
Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers
#jira UE-43750
Change 3385127 on 2017/04/07 by Lauren.Ridge
Adding WITHEDITOR to OnDragDropCheckOverride
Change 3385241 on 2017/04/07 by Jamie.Dale
Removing warning if asking for a null or empty localization provider
Change 3385442 on 2017/04/07 by Arciel.Rekman
Fix a number of problems with Linux splash.
- Thread safety (UE-40354).
- Inconsistent font (UE-35000).
- Change by Cengiz Terzibas.
Change 3385708 on 2017/04/08 by Lauren.Ridge
Resaving VREditor asset container with engine version
Change 3385711 on 2017/04/08 by Arciel.Rekman
Speculative fix for a non-unity Linux build.
Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt
Fix stats not being enabled when in simulate
Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt
PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts)
Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt
PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts)
Change 3386381 on 2017/04/10 by Michael.Trepka
PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist)
Change 3388223 on 2017/04/11 by matt.kuhlenschmidt
Deleted collection: MattKTest
Change 3388808 on 2017/04/11 by Lauren.Ridge
Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor.
#jira UE-20882
Change 3388843 on 2017/04/11 by Lauren.Ridge
Forward declaring custom reset override. Fix for incremental build error
Change 3388950 on 2017/04/11 by Nick.Darnell
PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair).
Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes.
Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt
Removed crashtracker
Change 3389004 on 2017/04/11 by Lauren.Ridge
Fix for automated test error - additional safety check for if the reset button has been successfully created.
Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt
Removed editor live streaming
Change 3389077 on 2017/04/11 by Jamie.Dale
Removing QAGame config change
Change 3389078 on 2017/04/11 by Nick.Darnell
Fortnite - Fixing an input preprocessor warning.
Change 3389136 on 2017/04/11 by Nick.Darnell
Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago.
Change 3389147 on 2017/04/11 by Nick.Darnell
UMG - Fixing a critical error with the alignment of the lock icon.
#jira UE-43881
Change 3389401 on 2017/04/11 by Nick.Darnell
UMG - Adds a designer option to control respecting the locked mode.
Change 3389638 on 2017/04/11 by Nick.Darnell
UMG - Adding the Widget Reflector button to the widget designer.
Change 3389639 on 2017/04/11 by Nick.Darnell
UMG - Tweaking the respect lock icon.
Change 3390032 on 2017/04/12 by JeanMichel.Dignard
Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram")
Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames)
Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge)
Change 3390196 on 2017/04/12 by Lauren.Ridge
Fix for crash on opening assets without reset to default button enable
Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist)
#jira UE-5528
Change 3390427 on 2017/04/12 by Jamie.Dale
Fixed not being able to set pure whitespace values on FText properties
#jira UE-42007
Change 3390712 on 2017/04/12 by Jamie.Dale
Content Browser search now takes the display names of properties into account
#jira UE-39564
Change 3390897 on 2017/04/12 by Nick.Darnell
Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front.
Change 3390900 on 2017/04/12 by Nick.Darnell
Making a Cast CastChecked in UScaleBox.
Change 3390907 on 2017/04/12 by Nick.Darnell
UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI.
Change 3390934 on 2017/04/12 by Cody.Albert
Fix to set correct draw layer in FSlateElementBatcher::AddElements
Change 3390966 on 2017/04/12 by Nick.Darnell
Input - Force inline some core input functions.
Change 3391207 on 2017/04/12 by Jamie.Dale
Fixed moving a folder containing a level not moving the level
Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets
#jira UE-42091
Change 3391327 on 2017/04/12 by Mike.Fricker
Removed Twitch support and GameLiveStreaming
Change 3391405 on 2017/04/12 by Mike.Fricker
Removed Twitch support and GameLiveStreaming (part 2)
Change 3391407 on 2017/04/12 by Mike.Fricker
Removed some remaining EditorLiveStreaming and CrashTracker code
Change 3392296 on 2017/04/13 by Yannick.Lange
VR Editor: New assets in asset containers for gizmo rotation.
Change 3392332 on 2017/04/13 by Nick.Darnell
Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up.
Change 3392349 on 2017/04/13 by Cody.Albert
Corrected typo
Change 3392688 on 2017/04/13 by Yannick.Lange
VR Editor: Resaved asset containers
Change 3392905 on 2017/04/13 by Jamie.Dale
Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file
Change 3393514 on 2017/04/13 by Yannick.Lange
VR Editor: Temp direct interaction pointer.
Change 3393930 on 2017/04/14 by Yannick.Lange
VR Editor: Remove unused transform gizmo
Change 3394084 on 2017/04/14 by Max.Chen
Audio Capture: No longer beta
Change 3394499 on 2017/04/14 by Cody.Albert
Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track
#rnx
Change 3395703 on 2017/04/17 by Yannick.Lange
Duplicate from Release-4.16 CL 3394172
Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles.
#jira UE-43964
Change 3395794 on 2017/04/17 by Mike.Fricker
#rn Fixed FastXML not loading XML files with attributes delimited by single quote characters
Change 3395945 on 2017/04/17 by Yannick.Lange
VR Editor: Swap end and start of laser, because they start of laser was using end mesh.
Change 3396253 on 2017/04/17 by Michael.Dupuis
#jiraUE-43693:
While moving foliage instance between levels, UI count was'nt updating properly
Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel
Ask to save foliage type as asset while moving between level foliage instances containing local foliage type
Change 3396291 on 2017/04/17 by Michael.Dupuis
#jira UE-35029:
Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree
Added possibility to register on bounds changed of a static mesh in editor mode
Rebuild the occlusion tree if the mesh bounds changed
Rebuild the occlusion tree if we change the mesh associated with a foliage type
Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation
Change 3396293 on 2017/04/17 by Michael.Dupuis
#jira UE-40685:
Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles
Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt
PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts)
Change 3397675 on 2017/04/18 by Alex.Delesky
#jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed.
Change 3397818 on 2017/04/18 by Yannick.Lange
ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY.
- Remove destructors for uobjects.
Change 3397832 on 2017/04/18 by Yannick.Lange
VR Editor: Remove unused vreditorbuttoon
Change 3397884 on 2017/04/18 by Yannick.Lange
VREditor: Addition to 3397832, remove unused vreditorbuttoon.
Change 3397985 on 2017/04/18 by Michael.Trepka
Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation.
#jira UE-43900
Change 3398030 on 2017/04/18 by Jamie.Dale
Fixed outline changes not automatically updating the text layout used by a text block
#jira UE-42116
Change 3398039 on 2017/04/18 by Jamie.Dale
Unified asset drag-and-drop
FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser.
#jira UE-39208
Change 3398074 on 2017/04/18 by Michael.Dupuis
Fixed crash in cooking fortnite
Change 3398351 on 2017/04/18 by Alex.Delesky
Fixing PlacementMode module build error
Change 3398513 on 2017/04/18 by Yannick.Lange
VR Editor: - Remove unused previousvreditor member.
- Removing extensions when exiting vr mode without having to find the extensions.
Change 3398540 on 2017/04/18 by Alex.Delesky
Removing a private PlacementMode header that was included in a public one.
Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt
Remove uncessary files from p4
Change 3400657 on 2017/04/19 by Jamie.Dale
Fixed potential underflow when using negative digit ranges with FastDecimalFormat
Change 3400722 on 2017/04/19 by Jamie.Dale
Removed some check's that could trip with malformed data
Change 3401811 on 2017/04/20 by Jamie.Dale
Improved the display of asset tags in the Content Browser
- Numeric tags are now displayed pretty printed.
- Numeric tags can now be displayed as a memory value (the numeric value should be in bytes).
- Dimensional tags are now split and each part pretty printed.
- Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time.
- The column view now shows the same display values as the tooltips do.
- The tooltip now uses the tag meta-data display name (if set).
- The tag meta-data display name can now be used as an alias in the Content Browser search.
#jira UE-34090
Change 3401868 on 2017/04/20 by Cody.Albert
Add screenshot save directory parameter to editor and project settings
#rn Added options to the settings menu to specify screenshot save directory
Change 3402107 on 2017/04/20 by Jamie.Dale
Cleaned up the "View Options" menu in the Content Browser
Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI).
Change 3402283 on 2017/04/20 by Jamie.Dale
Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder
#jira UE-8892
Change 3402572 on 2017/04/20 by Alex.Delesky
#jira UE-42421
PR #3311: Improved log messages (Contributed by projectgheist)
Change 3403226 on 2017/04/21 by Yannick.Lange
VR Editor: - Removed previous quick menu floating UI panel.
- Added the concept of a info display floating UI panel.
- Used info display for showing sequencer timer.
Change 3403277 on 2017/04/21 by Yannick.Lange
VR Editor: - Set window mesh for info display panel.
- Add option to null out widget when hidden.
Change 3403289 on 2017/04/21 by Yannick.Lange
VR Editor: Don't load VREditorAssetContainer asset when starting editor.
Change 3403353 on 2017/04/21 by Yannick.Lange
VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization.
Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt
Fix typo
Change 3405378 on 2017/04/24 by Alex.Delesky
#jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled
Change 3405382 on 2017/04/24 by Alex.Delesky
#jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized
Change 3405384 on 2017/04/24 by Alex.Delesky
#jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename.
Change 3405386 on 2017/04/24 by Alex.Delesky
#jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail.
Change 3405388 on 2017/04/24 by Alex.Delesky
#jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus
Change 3405394 on 2017/04/24 by Alex.Delesky
#jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts
Change 3405429 on 2017/04/24 by Alex.Delesky
Fixing a naming issue for CL 3405378
Change 3405579 on 2017/04/24 by Cody.Albert
Fixed bad include from CL#1401868
#jira UE-44238
Change 3406716 on 2017/04/24 by Max.Chen
Sequencer: Add attach/detach rules for attach section.
#jira UE-40970
Change 3406718 on 2017/04/24 by Max.Chen
Sequencer: Set component velocity for attached objects
#jira UE-36337
Change 3406721 on 2017/04/24 by Max.Chen
Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence.
#jira UE-43966
Change 3406726 on 2017/04/24 by Max.Chen
Sequencer: Added StopAndGoToEnd() function to player
#jira UE-43967
Change 3406727 on 2017/04/24 by Max.Chen
Sequencer: Add cinematic options to level sequence player
#jira UE-39388
Change 3407097 on 2017/04/25 by Yannick.Lange
VR Editor: Temp asset for free rotation handle gizmo.
Change 3407123 on 2017/04/25 by Michael.Dupuis
#jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save)
Change 3407135 on 2017/04/25 by Max.Chen
Sequencer: Load level sequence asynchronously.
#jira UE-43807
Change 3407137 on 2017/04/25 by Shaun.Kime
Fixing comments to refer to correct function name.
Change 3407138 on 2017/04/25 by Max.Chen
Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template.
#jira UE-30007
Change 3407139 on 2017/04/25 by Max.Chen
Sequencer: Fix active marker in sub, cinematic, control rig sections.
#jira UE-44235
Change 3407229 on 2017/04/25 by Max.Chen
Sequencer: Prioritize buttons over label.
#jira UE-26813
Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt
Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc)
Change 3407401 on 2017/04/25 by Nick.Darnell
Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix.
Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt
Made AssetTools a uobject interface so it could be access from script.
A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class
Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt
Removed temp method
Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt
Exposed source control helpers to script
Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt
Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script.
Change 3408220 on 2017/04/25 by Alex.Delesky
#jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders.
Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt
Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon
Change 3408314 on 2017/04/25 by Jamie.Dale
Fixed typo
Change 3408911 on 2017/04/25 by Max.Chen
Level Editor: Delegate for when viewport tab content changes.
#jira UE-37805
Change 3408912 on 2017/04/25 by Max.Chen
Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default.
#jira UE-37805
Change 3409073 on 2017/04/26 by Yannick.Lange
VR Editor: Fix starting point of lasers.
Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt
Fix CIS
Change 3409497 on 2017/04/26 by Alexis.Matte
Fix crash importing animation with skeleton that do not match the fbx skeleton.
#jira UE-43865
Change 3409530 on 2017/04/26 by Michael.Dupuis
#jira UE-44329: Only display the log if we're not running a commandlet
Change 3409559 on 2017/04/26 by Alex.Delesky
#jira none - Fixing case of header include for CL 3408220
Change 3409577 on 2017/04/26 by Yannick.Lange
VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact.
Change 3409614 on 2017/04/26 by Max.Chen
Sequencer: Add Scrub() to movie scene player.
Change 3409658 on 2017/04/26 by Jamie.Dale
Made the handling of null item selection consistent in SComboBox
If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again.
Change 3409659 on 2017/04/26 by Jamie.Dale
Added preset Unicode block range selection to the font editor UI
#jira UE-44312
Change 3409755 on 2017/04/26 by Max.Chen
Sequencer: Back out bIsUISound for scrubbing.
Change 3410015 on 2017/04/26 by Max.Chen
Sequencer: Fix crash on asynchronous level sequence player load.
#jira UE-43807
Change 3410094 on 2017/04/26 by Max.Chen
Slate: Enter edit mode and return handled if not read only.
Change 3410151 on 2017/04/26 by Michael.Trepka
Fix for building EngineTest project on Mac
Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt
Expose editor visibility methods on Actor to blueprint/script
Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt
Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save.
PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist)
Change 3411187 on 2017/04/27 by Jamie.Dale
No longer attempt to use the game culture override in the editor
Change 3411443 on 2017/04/27 by Alex.Delesky
#jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid.
Change 3411809 on 2017/04/27 by Max.Chen
Sequencer: Prioritize buttons over label.
#jira UE-26813
Change 3411810 on 2017/04/27 by Cody.Albert
Scrollbox now properly calls Invalidate while scrolling
Change 3411892 on 2017/04/27 by Alex.Delesky
#jira UE-40031
PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien)
Change 3412002 on 2017/04/27 by Jamie.Dale
Fixed crash when using an invalid regex pattern
#jira UE-44340
Change 3412009 on 2017/04/27 by Cody.Albert
Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions
Change 3412631 on 2017/04/27 by Jamie.Dale
Implemented support for hiding empty folders in the Content Browser
"Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown.
This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history.
#jira UE-40038
Change 3413023 on 2017/04/27 by Max.Chen
Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children.
Change 3413309 on 2017/04/28 by Jamie.Dale
Fixed shadow warning
Change 3413327 on 2017/04/28 by Jamie.Dale
Added code to sanitize some known strings before passing them to ICU
Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt
Allow AssetRenameData to be exposed to blueprints/script
Change 3413630 on 2017/04/28 by Jamie.Dale
Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor
Change 3414164 on 2017/04/28 by Jamie.Dale
Removing some type-unsafe placement new array additions
Change 3414497 on 2017/04/28 by Yannick.Lange
ViewportInteraction: - Add arcball sphere asset.
- Add opacity parameter to translucent gizmo material.
Change 3415021 on 2017/04/28 by Max.Chen
Sequencer: Remove spacer nodes at the top and bottom of the node tree.
This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree.
#jira UE-28931
Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt
#rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert)
Change 3415836 on 2017/05/01 by Alex.Delesky
#jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut.
Change 3415837 on 2017/05/01 by Alex.Delesky
#jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window.
Change 3415839 on 2017/05/01 by Alex.Delesky
#jira UE-42049
PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi)
Change 3415842 on 2017/05/01 by Michael.Dupuis
#jira UE-44514 : Removed the warning as it's causing more issue than it fixes.
Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt
Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds
Change 3416520 on 2017/05/01 by Yannick.Lange
Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor.
- Add helper function to add a unique extension by subclass.
Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt
Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels
Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt
Prevent foliage from marking actors dirty as HISM components are added and removed from the scene.
Change 3416988 on 2017/05/01 by Lauren.Ridge
PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist)
Changed the highlight style to be around the icon and match the content browser color and style.
#jira UE-40437
Change 3418014 on 2017/05/02 by Yannick.Lange
Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials.
Change 3418087 on 2017/05/02 by Lauren.Ridge
Adding minor tab icon surrounds
Change 3418602 on 2017/05/02 by Jamie.Dale
Fixed a crash that could occur due to bad data in the asset registry
It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry).
These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed.
Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt
Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only
Change 3419071 on 2017/05/02 by Arciel.Rekman
UBT: optimize FixDeps step on Linux.
- Removes the need to re-link unrelated engine libraries when recompiling a code project.
- Makes builds faster on machines with multiple cores.
- The module that has circularly referenced dependencies is considered cross-referenced itself.
- Tested compilation on Linux (native & cross) and Mac (native).
Change 3419240 on 2017/05/02 by Cody.Albert
Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash
Change 3420011 on 2017/05/02 by Max.Chen
Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges.
#jira UE-44569
Change 3420507 on 2017/05/03 by Lauren.Ridge
Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode
Change 3420643 on 2017/05/03 by andrew.porter
QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings
Change 3420678 on 2017/05/03 by andrew.porter
QAGame: Updating override binding sequence
Change 3420961 on 2017/05/03 by Jamie.Dale
Exposed some missing Internationalization functions to BPs
Change 3422767 on 2017/05/04 by Yannick.Lange
ViewportInteraction: Extensibility for dragging on gizmo handles
Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle.
Change 3422789 on 2017/05/04 by Yannick.Lange
ViewportInteraction: Fix duplicate console variable.
Change 3422817 on 2017/05/04 by Andrew.Rodham
Sequencer: Changed level sequence object references to always use a package and object path based lookup
- Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs)
- Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References)
- Level sequence binding references no longer use native serialization now that TMap serialization is fully supported.
- Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI.
#jira UE-44490
Change 3422826 on 2017/05/04 by Andrew.Rodham
Removed erroneous braces
Change 3422874 on 2017/05/04 by James.Golding
Adding MaterialEditingLibrary to allow manipulation of materials within the editor.
- Refactored code out of MaterialEditor where possible
Marked some material types as BP-accessible, to allow to editor-Blueprint access.
Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage
Change 3422942 on 2017/05/04 by Lauren.Ridge
Tab padding adjustment to allow tabs with icons to be the same height as tabs without
Change 3423090 on 2017/05/04 by Jamie.Dale
Added a way to get the source package path for a localized package path
Added tests for the localized package path checks.
Change 3423133 on 2017/05/04 by Jamie.Dale
Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator
Change 3423301 on 2017/05/04 by Max.Chen
Sequencer: Add JumpToPosition which updates to a position in a scrubbing state.
Change 3423344 on 2017/05/04 by Jamie.Dale
Updated localized asset group caching so that it works in non-cooked builds
Change 3423486 on 2017/05/04 by Lauren.Ridge
Fixing deselection code in VWI
Change 3423502 on 2017/05/04 by Jamie.Dale
Adding automated localization tests
Change 3424219 on 2017/05/04 by Yannick.Lange
- Hide FWidget when ViewportWorldInteraction starts.
- Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility.
Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt
PR #3527: Modified comments (Contributed by projectgheist)
Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt
Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown.
Change 3425241 on 2017/05/05 by Max.Chen
Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner.
#jira UE-44559
Change 3425286 on 2017/05/05 by Jamie.Dale
Text duplicated as part of a widget archetype now maintains its existing key
#jira UE-44715
Change 3425477 on 2017/05/05 by Andrew.Rodham
Sequencer: Do not deprecate legacy object references since they still need to be serialized on save
- Also re-add identical via equality operator so that serialization works again
Change 3425681 on 2017/05/05 by Jamie.Dale
Fixed fallback font height/baseline measuring
Change 3426137 on 2017/05/05 by Jamie.Dale
Removing PPF_Localized
It's an old UE3-ism that's no longer tested anywhere
Change 3427434 on 2017/05/07 by Yannick.Lange
ViewportInteraction: Null check for viewport.
Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt
Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections.
#jira UE-44655
Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt
Fix other usage of USelection not having a selection annotation
#jira UE-44786
Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt
Fix crash on platforms without a cursor
#jira UE-44815
Change 3429862 on 2017/05/08 by tim.gautier
QAGame: Enable Include CrashReporter in Project Settings
Change 3430385 on 2017/05/09 by Lauren.Ridge
Resetting user focus to game viewport after movie finishes playback
#jira UE-44785
Change 3430695 on 2017/05/09 by Lauren.Ridge
Fix for crash on leaving in the middle of a loading movie
#jira UE-44834
Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt
Fixed movie player setting all users to focus which breaks VR controllers
[CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
return A . SortPriority ! = B . SortPriority ? A . SortPriority < B . SortPriority : AName < BName ;
2014-03-14 14:13:41 -04:00
}
} ;
ParamGroup . Parameters . Sort ( FCompareUDEditorParameterValueByParameterName ( ) ) ;
}
// sort groups itself pushing defaults to end
struct FCompareFEditorParameterGroupByName
{
FORCEINLINE bool operator ( ) ( const FEditorParameterGroup & A , const FEditorParameterGroup & B ) const
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3550452 by Ben.Marsh
UAT: Improve readability of error message when an editor commandlet fails with an error code.
Change 3551179 by Ben.Marsh
Add methods for reading text files into an array of strings.
Change 3551260 by Ben.Marsh
Core: Change FFileHelper routines to use enum classes for flags.
Change 3555697 by Gil.Gribb
Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.
#jira UE-47668
Change 3556464 by Ben.Marsh
UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.
Change 3557630 by Ben.Marsh
Allow the network version to be set via Build.version if it's not overriden from Version.h.
Change 3561357 by Gil.Gribb
Fixed crashes related to loading old unversioned files in the editor.
#jira UE-47806
Change 3565711 by Graeme.Thornton
PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)
Change 3565864 by Robert.Manuszewski
Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.
Change 3569022 by Ben.Marsh
PR #3849: Update gitignore (Contributed by mhutch)
Change 3569113 by Ben.Marsh
Fix Japanese errors not displaying correctly in the cook output log.
#jira UE-47746
Change 3569486 by Ben.Marsh
UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.
Change 3570483 by Graeme.Thornton
Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors
Change 3570513 by Robert.Manuszewski
Fix for a race condition with async loading thread enabled.
Change 3570664 by Ben.Marsh
UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.
Change 3570708 by Robert.Manuszewski
Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.
Change 3571592 by Ben.Marsh
UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.
Change 3572215 by Graeme.Thornton
UBT
- Remove some unnecessary using directives
- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself
Change 3572437 by Robert.Manuszewski
Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.
#jira UE-44996
Change 3572480 by Robert.Manuszewski
MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long
Change 3573547 by Ben.Marsh
Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.
Change 3574562 by Robert.Manuszewski
PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)
Change 3575017 by Ben.Marsh
Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.
Change 3575689 by Ben.Marsh
Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.
Change 3575934 by Steve.Robb
Fix for nested preprocessor definitions.
Change 3575961 by Steve.Robb
Fix for nested zeros.
Change 3576297 by Robert.Manuszewski
Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.
#jira FORT-38977
Change 3576366 by Ben.Marsh
Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.
Change 3578290 by Graeme.Thornton
Changes to Ionic zip library to allow building on dot net core
Change 3578291 by Graeme.Thornton
Ionic zip library binaries built for .NET Core
Change 3578354 by Graeme.Thornton
Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string
Change 3578674 by Robert.Manuszewski
After loading packages flush linker cache on uncooked platforms to free precache memory
Change 3579068 by Steve.Robb
Fix for CLASS_Intrinsic getting stomped.
Fix to EClassFlags so that they are visible in the debugger.
Re-added mysteriously-removed comments.
Change 3579228 by Steve.Robb
BOM removed.
Change 3579297 by Ben.Marsh
Fix exception if a plugin lists the same module twice.
#jira UE-48232
Change 3579898 by Robert.Manuszewski
When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.
Change 3579983 by Robert.Manuszewski
More fixes for freeing linker cache memory in the editor.
Change 3580012 by Graeme.Thornton
Remove redundant copy of FileReference.cs
Change 3580408 by Ben.Marsh
Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.
Change 3582104 by Graeme.Thornton
Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.
Change 3582131 by Graeme.Thornton
#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.
Change 3582645 by Ben.Marsh
PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)
#jira UE-48192
Change 3583955 by Robert.Manuszewski
Support for EDL cooked packages in the editor
Change 3584035 by Graeme.Thornton
Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.
Change 3584177 by Robert.Manuszewski
Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)
Change 3584315 by Ben.Marsh
Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.
Change 3584370 by Ben.Marsh
Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.
Change 3584498 by Ben.Marsh
Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.
Change 3585003 by Steve.Robb
Fix for TChunkedArray ranged-for iteration.
#jira UE-48297
Change 3585235 by Ben.Marsh
Remove LogEngine extern from Core; use the platform log channels instead.
Change 3585942 by Ben.Marsh
Move MessageBoxExt() implementation into application layer for platforms that require it.
Change 3587071 by Ben.Marsh
Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.
Change 3587161 by Ben.Marsh
Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.
Change 3587579 by Steve.Robb
Fix for Children list not being rebuilt after hot reload.
Change 3587584 by Graeme.Thornton
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
Change 3587586 by Graeme.Thornton
Changes to make UBT build and run on .NET Core
- Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
- VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
- After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects
Change 3587953 by Steve.Robb
Allow arbitrary UENUM initializers for enumerators.
Editor-only data UENUM support.
Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.
#jira UE-46274
Change 3589827 by Graeme.Thornton
More fixes for VSCode project generation and for UBT running on .NET Core
- Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
- UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
- Added documentation for UEConsoleTraceListener
- All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
- Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
- Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff
Change 3589868 by Graeme.Thornton
Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.
UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases
Change 3589919 by Robert.Manuszewski
Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)
Change 3589940 by Graeme.Thornton
Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.
Change 3590078 by Graeme.Thornton
Fully disable automatic assembly info generation in .NET Core projects
Change 3590534 by Robert.Manuszewski
Marking UObject as intrinsic clas to fix a crash on UFE startup.
Change 3591498 by Gil.Gribb
UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.
Change 3591605 by Gil.Gribb
UE4 - Follow up to fixing several edge cases in the low level async loading code.
Change 3592577 by Graeme.Thornton
.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates
Change 3592684 by Steve.Robb
Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.
Change 3592710 by Steve.Robb
Fix for invalid casts in ListProps command.
Some name changes in command output.
Change 3592715 by Ben.Marsh
Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.
Change 3592767 by Gil.Gribb
UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.
Change 3592770 by Gil.Gribb
UE4 - Fixed a race condition with async read completion in the prescence of cancels.
Change 3593090 by Steve.Robb
Better error message when there two clashing type names are found.
Change 3593697 by Steve.Robb
VisitTupleElements function, which calls a functor for each element in the tuple.
Change 3595206 by Ben.Marsh
Include additional diagnostics for missing imports when a module load fails.
Change 3596140 by Graeme.Thornton
Batch file for running MSBuild
Change 3596267 by Steve.Robb
Thread safety fix to FPaths::GetProjectFilePath().
Change 3596271 by Robert.Manuszewski
Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor
#jira UE-47535
Change 3596283 by Steve.Robb
Redundant casts removed from UHT.
Change 3596303 by Ben.Marsh
EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.
Change 3596337 by Ben.Marsh
UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.
Change 3596367 by Steve.Robb
Iterator checks in ranged-for on TMap, TSet and TSparseArray.
Change 3596410 by Gil.Gribb
UE4 - Improved some error messages on runtime failures in the EDL.
Change 3596532 by Ben.Marsh
UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.
#jira UE-48119
Change 3596631 by Steve.Robb
Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.
Change 3596807 by Ben.Marsh
Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.
* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.
Change 3596957 by Steve.Robb
UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
Renaming of ObjMap to ObjSrcMap in MapFileParser.
Change 3597213 by Ben.Marsh
Remove AutoReporter. We don't support this any more.
Change 3597558 by Ben.Marsh
UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:
+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")
The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.
Change 3597982 by Ben.Marsh
Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).
#jira UE-47173
Change 3598045 by Ben.Marsh
UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).
Change 3599214 by Ben.Marsh
Avoid string duplication when comparing extensions.
Change 3600038 by Steve.Robb
Fix for maps being modified during iteration in cache compaction.
Change 3600136 by Steve.Robb
GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool
Change 3600214 by Steve.Robb
More accurate error message when unsupported template parameters are provided in a TSet property.
Change 3600232 by Ben.Marsh
UBT: Force UHT to run again if the .build.cs file for a module has changed.
#jira UE-46119
Change 3600246 by Steve.Robb
GitHub #3045 : allow multiple interface definition in a file
Change 3600645 by Ben.Marsh
Convert QAGame to Include-What-You-Use.
Change 3600897 by Ben.Marsh
Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.
Change 3601558 by Graeme.Thornton
Simple first pass VSCode editor integration plugin
Change 3601658 by Graeme.Thornton
Enable intellisense generation for VS Code project files and setup include paths properly
Change 3601762 by Ben.Marsh
UBT: Add support for adaptive non-unity builds when working from a Git repository.
The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.
Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:
<SourceFileWorkingSet>
<Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
<RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
<GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
</SourceFileWorkingSet>
Change 3604032 by Graeme.Thornton
First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.
Change 3604038 by Graeme.Thornton
Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.
Change 3604106 by Steve.Robb
GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro
Change 3604192 by Steve.Robb
GitHub #3911 : Improving ToUpper/ToLower efficiency
Change 3604273 by Graeme.Thornton
IWYU build fixes when malloc profiler is enabled
Change 3605457 by Ben.Marsh
Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.
Change 3606720 by James.Hopkin
Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.
Change 3606807 by Graeme.Thornton
Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.
Change 3607026 by James.Hopkin
Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed
Change 3607142 by Graeme.Thornton
UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.
Change 3607146 by Ben.Marsh
UGS: Fix exception due to formatting string when Perforce throws an error.
Change 3607147 by Steve.Robb
Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
Float and double conversion support added to int properties.
NAME_DoubleProperty added.
Fix for converting enum class enumerators > 255 to int properties.
Change 3607516 by Ben.Marsh
PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)
Change 3610421 by Ben.Marsh
UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.
Change 3610657 by Ben.Marsh
UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.
Change 3611000 by Ben.Marsh
UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.
Change 3612471 by Ben.Marsh
UBT: Move FastJSON into DotNETUtilities.
Change 3613479 by Ben.Marsh
UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.
Change 3613910 by Ben.Marsh
UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.
Change 3614075 by Ben.Marsh
UBT: Remove hacks for testing project file attributes by name.
Change 3614090 by Ben.Marsh
UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.
Change 3614488 by Ben.Marsh
UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.
Change 3614490 by Ben.Marsh
UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.
Change 3614962 by Ben.Marsh
UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.
Change 3615416 by Ben.Marsh
EC: Include an icon showing the overall status of a build in the grid view.
Change 3615713 by Ben.Marsh
UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.
#jira UE-48987
Change 3616652 by Ben.Marsh
Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.
#jira UE-49007
Change 3616680 by Ben.Marsh
Add the CodeAPI-HTML.tgz file into the installed engine build.
Change 3616767 by Ben.Marsh
Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.
Change 3616864 by Ben.Marsh
Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.
#jira UE-48711
Change 3619964 by Ben.Marsh
UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.
Change 3548930 by Ben.Marsh
UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.
Change 3558056 by Ben.Marsh
Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).
Change 3563309 by Graeme.Thornton
Moved some common C# classes into the DotNETCommon assembly
Change 3570283 by Graeme.Thornton
Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore
Change 3572811 by Ben.Marsh
UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).
Change 3573397 by Ben.Marsh
UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.
Change 3575659 by Ben.Marsh
Remove CHM API documentation.
Change 3582103 by Graeme.Thornton
Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core
Removed reference to System.Windows.Form from UBT.
Change 3584113 by Ben.Marsh
Move key-mapping functionality into the InputCore module.
Change 3584278 by Ben.Marsh
Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.
Change 3584453 by Ben.Marsh
Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.
Change 3585301 by Ben.Marsh
Move PlatformPostInit() into an FPlatformApplicationMisc function.
Change 3587050 by Ben.Marsh
Move IsThisApplicationForeground() into FPlatformApplicationMisc.
Change 3587059 by Ben.Marsh
Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.
Change 3587119 by Ben.Marsh
Move GetAbsoluteLogFilename() into FPlatformMisc.
Change 3587800 by Steve.Robb
Fixes to container visualizers for types whose pointer type isn't simply Type*.
Change 3588393 by Ben.Marsh
Move platform output devices into their own headers.
Change 3588868 by Ben.Marsh
Move creation of console, error and warning output devices int PlatformApplicationMisc.
Change 3589879 by Graeme.Thornton
All automation projects now have a reference to DotNETUtilities
Fixed a build error in the WEX automation library
Change 3590034 by Ben.Marsh
Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).
Change 3593754 by Steve.Robb
Fix for tuple debugger visualization.
Change 3597208 by Ben.Marsh
Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.
Change 3600163 by Ben.Marsh
UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.
#jira UE-46725
Change 3604279 by Graeme.Thornton
Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects
Change 3606685 by James.Hopkin
Removed redundant 'Cast's (casting to either the same type or a base).
In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.
Change 3610950 by Ben.Marsh
UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.
Change 3610991 by Ben.Marsh
UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.
Change 3612342 by Ben.Marsh
UBT: Change JsonObject.Read() to take a FileReference parameter.
Change 3612362 by Ben.Marsh
UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.
Change 3619128 by Ben.Marsh
Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.
[CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
FString AName = A . GroupName . ToString ( ) ;
FString BName = B . GroupName . ToString ( ) ;
2014-03-14 14:13:41 -04:00
if ( AName = = TEXT ( " none " ) )
{
return false ;
}
if ( BName = = TEXT ( " none " ) )
{
return false ;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3323393 on 2017/02/27 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3379355 on 2017/04/04 by Lauren.Ridge
Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences.
Change 3379389 on 2017/04/04 by Nick.Darnell
Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated.
Change 3379551 on 2017/04/04 by Nick.Darnell
Automation - Adding more logging to the automation controller when generating reports.
Change 3379554 on 2017/04/04 by Nick.Darnell
UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts.
Change 3379565 on 2017/04/04 by Nick.Darnell
UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints.
Change 3379576 on 2017/04/04 by Lauren.Ridge
Parameter group dropdown now sorts alphabetically
Change 3379592 on 2017/04/04 by JeanMichel.Dignard
Fbx Morph Targets import optimisation
- Only reimport the points for each morphs and compute the tangents for the wedges affected by those points.
- Removed the full skeletal mesh rebuild on each morph target import.
- Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero.
Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file.
#jira UE-34125
Change 3380260 on 2017/04/04 by Nick.Darnell
UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted.
Change 3380551 on 2017/04/05 by Andrew.Rodham
Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level
#jira UE-43446
Change 3380555 on 2017/04/05 by Andrew.Rodham
Sequencer: Automated unit tests for the segment and track compilers
Change 3380647 on 2017/04/05 by Nick.Darnell
UMG - Tweaking some stuff on the experimental rich textblock.
Change 3380719 on 2017/04/05 by Yannick.Lange
Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData.
#jira UE-43667
Change 3380765 on 2017/04/05 by Nick.Darnell
UMG - Fixing a few more instances of OPTIONAL_BINDING.
Change 3380786 on 2017/04/05 by Yannick.Lange
Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR.
Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt
PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist)
Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt
Expose static mesh material accessors to blueprints
#jira UE-43631
Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt
Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default
Change 3381705 on 2017/04/05 by Yannick.Lange
- Slate application multiple input pre-processors.
- Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor.
Change 3381959 on 2017/04/05 by Yannick.Lange
Back out changelist 3381705. Old changelist.
Change 3382049 on 2017/04/05 by Yannick.Lange
- Slate application multiple input pre-processors in a wrapper class.
- Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor.
- Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor.
Change 3382450 on 2017/04/06 by Andrew.Rodham
Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds
Change 3382468 on 2017/04/06 by Yannick.Lange
Rename AllowWorldMovement parameter to bAllow.
Change 3382474 on 2017/04/06 by Yannick.Lange
Make GetInteractors constant because we dont want it to be possible to change this arrray.
Change 3382492 on 2017/04/06 by Yannick.Lange
VR Editor: Floating UI's are stored in a map with FNames as key.
Change 3382502 on 2017/04/06 by Yannick.Lange
VR Editor: Use asset container for auto scaler sound.
Change 3382589 on 2017/04/06 by Nick.Darnell
Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality.
Change 3382594 on 2017/04/06 by Nick.Darnell
UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect.
Change 3382672 on 2017/04/06 by Nick.Darnell
Build - Fixing incremental build.
Change 3382674 on 2017/04/06 by Nick.Darnell
Removing a hack added by launcher.
Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt
Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter
Change 3382875 on 2017/04/06 by Michael.Trepka
Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously.
#jira FORT-34952
Change 3383303 on 2017/04/06 by Lauren.Ridge
Adding sort priority to texture parameter code
Change 3383561 on 2017/04/06 by Jamie.Dale
Fixed MaximumIntegralDigits incorrectly including group separators in its count
Change 3383570 on 2017/04/06 by Jamie.Dale
Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled
Change 3384507 on 2017/04/07 by Lauren.Ridge
Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set.
#jira UE-21172
Change 3384804 on 2017/04/07 by Joe.Graf
Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer
#CodeReview: marc.audy
#rb: n/a
Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt
Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers
#jira UE-43750
Change 3385127 on 2017/04/07 by Lauren.Ridge
Adding WITHEDITOR to OnDragDropCheckOverride
Change 3385241 on 2017/04/07 by Jamie.Dale
Removing warning if asking for a null or empty localization provider
Change 3385442 on 2017/04/07 by Arciel.Rekman
Fix a number of problems with Linux splash.
- Thread safety (UE-40354).
- Inconsistent font (UE-35000).
- Change by Cengiz Terzibas.
Change 3385708 on 2017/04/08 by Lauren.Ridge
Resaving VREditor asset container with engine version
Change 3385711 on 2017/04/08 by Arciel.Rekman
Speculative fix for a non-unity Linux build.
Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt
Fix stats not being enabled when in simulate
Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt
PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts)
Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt
PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts)
Change 3386381 on 2017/04/10 by Michael.Trepka
PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist)
Change 3388223 on 2017/04/11 by matt.kuhlenschmidt
Deleted collection: MattKTest
Change 3388808 on 2017/04/11 by Lauren.Ridge
Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor.
#jira UE-20882
Change 3388843 on 2017/04/11 by Lauren.Ridge
Forward declaring custom reset override. Fix for incremental build error
Change 3388950 on 2017/04/11 by Nick.Darnell
PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair).
Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes.
Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt
Removed crashtracker
Change 3389004 on 2017/04/11 by Lauren.Ridge
Fix for automated test error - additional safety check for if the reset button has been successfully created.
Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt
Removed editor live streaming
Change 3389077 on 2017/04/11 by Jamie.Dale
Removing QAGame config change
Change 3389078 on 2017/04/11 by Nick.Darnell
Fortnite - Fixing an input preprocessor warning.
Change 3389136 on 2017/04/11 by Nick.Darnell
Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago.
Change 3389147 on 2017/04/11 by Nick.Darnell
UMG - Fixing a critical error with the alignment of the lock icon.
#jira UE-43881
Change 3389401 on 2017/04/11 by Nick.Darnell
UMG - Adds a designer option to control respecting the locked mode.
Change 3389638 on 2017/04/11 by Nick.Darnell
UMG - Adding the Widget Reflector button to the widget designer.
Change 3389639 on 2017/04/11 by Nick.Darnell
UMG - Tweaking the respect lock icon.
Change 3390032 on 2017/04/12 by JeanMichel.Dignard
Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram")
Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames)
Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge)
Change 3390196 on 2017/04/12 by Lauren.Ridge
Fix for crash on opening assets without reset to default button enable
Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist)
#jira UE-5528
Change 3390427 on 2017/04/12 by Jamie.Dale
Fixed not being able to set pure whitespace values on FText properties
#jira UE-42007
Change 3390712 on 2017/04/12 by Jamie.Dale
Content Browser search now takes the display names of properties into account
#jira UE-39564
Change 3390897 on 2017/04/12 by Nick.Darnell
Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front.
Change 3390900 on 2017/04/12 by Nick.Darnell
Making a Cast CastChecked in UScaleBox.
Change 3390907 on 2017/04/12 by Nick.Darnell
UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI.
Change 3390934 on 2017/04/12 by Cody.Albert
Fix to set correct draw layer in FSlateElementBatcher::AddElements
Change 3390966 on 2017/04/12 by Nick.Darnell
Input - Force inline some core input functions.
Change 3391207 on 2017/04/12 by Jamie.Dale
Fixed moving a folder containing a level not moving the level
Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets
#jira UE-42091
Change 3391327 on 2017/04/12 by Mike.Fricker
Removed Twitch support and GameLiveStreaming
Change 3391405 on 2017/04/12 by Mike.Fricker
Removed Twitch support and GameLiveStreaming (part 2)
Change 3391407 on 2017/04/12 by Mike.Fricker
Removed some remaining EditorLiveStreaming and CrashTracker code
Change 3392296 on 2017/04/13 by Yannick.Lange
VR Editor: New assets in asset containers for gizmo rotation.
Change 3392332 on 2017/04/13 by Nick.Darnell
Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up.
Change 3392349 on 2017/04/13 by Cody.Albert
Corrected typo
Change 3392688 on 2017/04/13 by Yannick.Lange
VR Editor: Resaved asset containers
Change 3392905 on 2017/04/13 by Jamie.Dale
Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file
Change 3393514 on 2017/04/13 by Yannick.Lange
VR Editor: Temp direct interaction pointer.
Change 3393930 on 2017/04/14 by Yannick.Lange
VR Editor: Remove unused transform gizmo
Change 3394084 on 2017/04/14 by Max.Chen
Audio Capture: No longer beta
Change 3394499 on 2017/04/14 by Cody.Albert
Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track
#rnx
Change 3395703 on 2017/04/17 by Yannick.Lange
Duplicate from Release-4.16 CL 3394172
Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles.
#jira UE-43964
Change 3395794 on 2017/04/17 by Mike.Fricker
#rn Fixed FastXML not loading XML files with attributes delimited by single quote characters
Change 3395945 on 2017/04/17 by Yannick.Lange
VR Editor: Swap end and start of laser, because they start of laser was using end mesh.
Change 3396253 on 2017/04/17 by Michael.Dupuis
#jiraUE-43693:
While moving foliage instance between levels, UI count was'nt updating properly
Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel
Ask to save foliage type as asset while moving between level foliage instances containing local foliage type
Change 3396291 on 2017/04/17 by Michael.Dupuis
#jira UE-35029:
Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree
Added possibility to register on bounds changed of a static mesh in editor mode
Rebuild the occlusion tree if the mesh bounds changed
Rebuild the occlusion tree if we change the mesh associated with a foliage type
Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation
Change 3396293 on 2017/04/17 by Michael.Dupuis
#jira UE-40685:
Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles
Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt
PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts)
Change 3397675 on 2017/04/18 by Alex.Delesky
#jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed.
Change 3397818 on 2017/04/18 by Yannick.Lange
ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY.
- Remove destructors for uobjects.
Change 3397832 on 2017/04/18 by Yannick.Lange
VR Editor: Remove unused vreditorbuttoon
Change 3397884 on 2017/04/18 by Yannick.Lange
VREditor: Addition to 3397832, remove unused vreditorbuttoon.
Change 3397985 on 2017/04/18 by Michael.Trepka
Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation.
#jira UE-43900
Change 3398030 on 2017/04/18 by Jamie.Dale
Fixed outline changes not automatically updating the text layout used by a text block
#jira UE-42116
Change 3398039 on 2017/04/18 by Jamie.Dale
Unified asset drag-and-drop
FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser.
#jira UE-39208
Change 3398074 on 2017/04/18 by Michael.Dupuis
Fixed crash in cooking fortnite
Change 3398351 on 2017/04/18 by Alex.Delesky
Fixing PlacementMode module build error
Change 3398513 on 2017/04/18 by Yannick.Lange
VR Editor: - Remove unused previousvreditor member.
- Removing extensions when exiting vr mode without having to find the extensions.
Change 3398540 on 2017/04/18 by Alex.Delesky
Removing a private PlacementMode header that was included in a public one.
Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt
Remove uncessary files from p4
Change 3400657 on 2017/04/19 by Jamie.Dale
Fixed potential underflow when using negative digit ranges with FastDecimalFormat
Change 3400722 on 2017/04/19 by Jamie.Dale
Removed some check's that could trip with malformed data
Change 3401811 on 2017/04/20 by Jamie.Dale
Improved the display of asset tags in the Content Browser
- Numeric tags are now displayed pretty printed.
- Numeric tags can now be displayed as a memory value (the numeric value should be in bytes).
- Dimensional tags are now split and each part pretty printed.
- Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time.
- The column view now shows the same display values as the tooltips do.
- The tooltip now uses the tag meta-data display name (if set).
- The tag meta-data display name can now be used as an alias in the Content Browser search.
#jira UE-34090
Change 3401868 on 2017/04/20 by Cody.Albert
Add screenshot save directory parameter to editor and project settings
#rn Added options to the settings menu to specify screenshot save directory
Change 3402107 on 2017/04/20 by Jamie.Dale
Cleaned up the "View Options" menu in the Content Browser
Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI).
Change 3402283 on 2017/04/20 by Jamie.Dale
Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder
#jira UE-8892
Change 3402572 on 2017/04/20 by Alex.Delesky
#jira UE-42421
PR #3311: Improved log messages (Contributed by projectgheist)
Change 3403226 on 2017/04/21 by Yannick.Lange
VR Editor: - Removed previous quick menu floating UI panel.
- Added the concept of a info display floating UI panel.
- Used info display for showing sequencer timer.
Change 3403277 on 2017/04/21 by Yannick.Lange
VR Editor: - Set window mesh for info display panel.
- Add option to null out widget when hidden.
Change 3403289 on 2017/04/21 by Yannick.Lange
VR Editor: Don't load VREditorAssetContainer asset when starting editor.
Change 3403353 on 2017/04/21 by Yannick.Lange
VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization.
Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt
Fix typo
Change 3405378 on 2017/04/24 by Alex.Delesky
#jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled
Change 3405382 on 2017/04/24 by Alex.Delesky
#jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized
Change 3405384 on 2017/04/24 by Alex.Delesky
#jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename.
Change 3405386 on 2017/04/24 by Alex.Delesky
#jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail.
Change 3405388 on 2017/04/24 by Alex.Delesky
#jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus
Change 3405394 on 2017/04/24 by Alex.Delesky
#jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts
Change 3405429 on 2017/04/24 by Alex.Delesky
Fixing a naming issue for CL 3405378
Change 3405579 on 2017/04/24 by Cody.Albert
Fixed bad include from CL#1401868
#jira UE-44238
Change 3406716 on 2017/04/24 by Max.Chen
Sequencer: Add attach/detach rules for attach section.
#jira UE-40970
Change 3406718 on 2017/04/24 by Max.Chen
Sequencer: Set component velocity for attached objects
#jira UE-36337
Change 3406721 on 2017/04/24 by Max.Chen
Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence.
#jira UE-43966
Change 3406726 on 2017/04/24 by Max.Chen
Sequencer: Added StopAndGoToEnd() function to player
#jira UE-43967
Change 3406727 on 2017/04/24 by Max.Chen
Sequencer: Add cinematic options to level sequence player
#jira UE-39388
Change 3407097 on 2017/04/25 by Yannick.Lange
VR Editor: Temp asset for free rotation handle gizmo.
Change 3407123 on 2017/04/25 by Michael.Dupuis
#jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save)
Change 3407135 on 2017/04/25 by Max.Chen
Sequencer: Load level sequence asynchronously.
#jira UE-43807
Change 3407137 on 2017/04/25 by Shaun.Kime
Fixing comments to refer to correct function name.
Change 3407138 on 2017/04/25 by Max.Chen
Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template.
#jira UE-30007
Change 3407139 on 2017/04/25 by Max.Chen
Sequencer: Fix active marker in sub, cinematic, control rig sections.
#jira UE-44235
Change 3407229 on 2017/04/25 by Max.Chen
Sequencer: Prioritize buttons over label.
#jira UE-26813
Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt
Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc)
Change 3407401 on 2017/04/25 by Nick.Darnell
Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix.
Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt
Made AssetTools a uobject interface so it could be access from script.
A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class
Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt
Removed temp method
Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt
Exposed source control helpers to script
Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt
Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script.
Change 3408220 on 2017/04/25 by Alex.Delesky
#jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders.
Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt
Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon
Change 3408314 on 2017/04/25 by Jamie.Dale
Fixed typo
Change 3408911 on 2017/04/25 by Max.Chen
Level Editor: Delegate for when viewport tab content changes.
#jira UE-37805
Change 3408912 on 2017/04/25 by Max.Chen
Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default.
#jira UE-37805
Change 3409073 on 2017/04/26 by Yannick.Lange
VR Editor: Fix starting point of lasers.
Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt
Fix CIS
Change 3409497 on 2017/04/26 by Alexis.Matte
Fix crash importing animation with skeleton that do not match the fbx skeleton.
#jira UE-43865
Change 3409530 on 2017/04/26 by Michael.Dupuis
#jira UE-44329: Only display the log if we're not running a commandlet
Change 3409559 on 2017/04/26 by Alex.Delesky
#jira none - Fixing case of header include for CL 3408220
Change 3409577 on 2017/04/26 by Yannick.Lange
VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact.
Change 3409614 on 2017/04/26 by Max.Chen
Sequencer: Add Scrub() to movie scene player.
Change 3409658 on 2017/04/26 by Jamie.Dale
Made the handling of null item selection consistent in SComboBox
If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again.
Change 3409659 on 2017/04/26 by Jamie.Dale
Added preset Unicode block range selection to the font editor UI
#jira UE-44312
Change 3409755 on 2017/04/26 by Max.Chen
Sequencer: Back out bIsUISound for scrubbing.
Change 3410015 on 2017/04/26 by Max.Chen
Sequencer: Fix crash on asynchronous level sequence player load.
#jira UE-43807
Change 3410094 on 2017/04/26 by Max.Chen
Slate: Enter edit mode and return handled if not read only.
Change 3410151 on 2017/04/26 by Michael.Trepka
Fix for building EngineTest project on Mac
Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt
Expose editor visibility methods on Actor to blueprint/script
Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt
Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save.
PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist)
Change 3411187 on 2017/04/27 by Jamie.Dale
No longer attempt to use the game culture override in the editor
Change 3411443 on 2017/04/27 by Alex.Delesky
#jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid.
Change 3411809 on 2017/04/27 by Max.Chen
Sequencer: Prioritize buttons over label.
#jira UE-26813
Change 3411810 on 2017/04/27 by Cody.Albert
Scrollbox now properly calls Invalidate while scrolling
Change 3411892 on 2017/04/27 by Alex.Delesky
#jira UE-40031
PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien)
Change 3412002 on 2017/04/27 by Jamie.Dale
Fixed crash when using an invalid regex pattern
#jira UE-44340
Change 3412009 on 2017/04/27 by Cody.Albert
Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions
Change 3412631 on 2017/04/27 by Jamie.Dale
Implemented support for hiding empty folders in the Content Browser
"Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown.
This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history.
#jira UE-40038
Change 3413023 on 2017/04/27 by Max.Chen
Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children.
Change 3413309 on 2017/04/28 by Jamie.Dale
Fixed shadow warning
Change 3413327 on 2017/04/28 by Jamie.Dale
Added code to sanitize some known strings before passing them to ICU
Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt
Allow AssetRenameData to be exposed to blueprints/script
Change 3413630 on 2017/04/28 by Jamie.Dale
Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor
Change 3414164 on 2017/04/28 by Jamie.Dale
Removing some type-unsafe placement new array additions
Change 3414497 on 2017/04/28 by Yannick.Lange
ViewportInteraction: - Add arcball sphere asset.
- Add opacity parameter to translucent gizmo material.
Change 3415021 on 2017/04/28 by Max.Chen
Sequencer: Remove spacer nodes at the top and bottom of the node tree.
This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree.
#jira UE-28931
Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt
#rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert)
Change 3415836 on 2017/05/01 by Alex.Delesky
#jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut.
Change 3415837 on 2017/05/01 by Alex.Delesky
#jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window.
Change 3415839 on 2017/05/01 by Alex.Delesky
#jira UE-42049
PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi)
Change 3415842 on 2017/05/01 by Michael.Dupuis
#jira UE-44514 : Removed the warning as it's causing more issue than it fixes.
Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt
Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds
Change 3416520 on 2017/05/01 by Yannick.Lange
Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor.
- Add helper function to add a unique extension by subclass.
Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt
Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels
Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt
Prevent foliage from marking actors dirty as HISM components are added and removed from the scene.
Change 3416988 on 2017/05/01 by Lauren.Ridge
PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist)
Changed the highlight style to be around the icon and match the content browser color and style.
#jira UE-40437
Change 3418014 on 2017/05/02 by Yannick.Lange
Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials.
Change 3418087 on 2017/05/02 by Lauren.Ridge
Adding minor tab icon surrounds
Change 3418602 on 2017/05/02 by Jamie.Dale
Fixed a crash that could occur due to bad data in the asset registry
It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry).
These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed.
Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt
Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only
Change 3419071 on 2017/05/02 by Arciel.Rekman
UBT: optimize FixDeps step on Linux.
- Removes the need to re-link unrelated engine libraries when recompiling a code project.
- Makes builds faster on machines with multiple cores.
- The module that has circularly referenced dependencies is considered cross-referenced itself.
- Tested compilation on Linux (native & cross) and Mac (native).
Change 3419240 on 2017/05/02 by Cody.Albert
Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash
Change 3420011 on 2017/05/02 by Max.Chen
Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges.
#jira UE-44569
Change 3420507 on 2017/05/03 by Lauren.Ridge
Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode
Change 3420643 on 2017/05/03 by andrew.porter
QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings
Change 3420678 on 2017/05/03 by andrew.porter
QAGame: Updating override binding sequence
Change 3420961 on 2017/05/03 by Jamie.Dale
Exposed some missing Internationalization functions to BPs
Change 3422767 on 2017/05/04 by Yannick.Lange
ViewportInteraction: Extensibility for dragging on gizmo handles
Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle.
Change 3422789 on 2017/05/04 by Yannick.Lange
ViewportInteraction: Fix duplicate console variable.
Change 3422817 on 2017/05/04 by Andrew.Rodham
Sequencer: Changed level sequence object references to always use a package and object path based lookup
- Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs)
- Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References)
- Level sequence binding references no longer use native serialization now that TMap serialization is fully supported.
- Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI.
#jira UE-44490
Change 3422826 on 2017/05/04 by Andrew.Rodham
Removed erroneous braces
Change 3422874 on 2017/05/04 by James.Golding
Adding MaterialEditingLibrary to allow manipulation of materials within the editor.
- Refactored code out of MaterialEditor where possible
Marked some material types as BP-accessible, to allow to editor-Blueprint access.
Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage
Change 3422942 on 2017/05/04 by Lauren.Ridge
Tab padding adjustment to allow tabs with icons to be the same height as tabs without
Change 3423090 on 2017/05/04 by Jamie.Dale
Added a way to get the source package path for a localized package path
Added tests for the localized package path checks.
Change 3423133 on 2017/05/04 by Jamie.Dale
Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator
Change 3423301 on 2017/05/04 by Max.Chen
Sequencer: Add JumpToPosition which updates to a position in a scrubbing state.
Change 3423344 on 2017/05/04 by Jamie.Dale
Updated localized asset group caching so that it works in non-cooked builds
Change 3423486 on 2017/05/04 by Lauren.Ridge
Fixing deselection code in VWI
Change 3423502 on 2017/05/04 by Jamie.Dale
Adding automated localization tests
Change 3424219 on 2017/05/04 by Yannick.Lange
- Hide FWidget when ViewportWorldInteraction starts.
- Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility.
Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt
PR #3527: Modified comments (Contributed by projectgheist)
Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt
Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown.
Change 3425241 on 2017/05/05 by Max.Chen
Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner.
#jira UE-44559
Change 3425286 on 2017/05/05 by Jamie.Dale
Text duplicated as part of a widget archetype now maintains its existing key
#jira UE-44715
Change 3425477 on 2017/05/05 by Andrew.Rodham
Sequencer: Do not deprecate legacy object references since they still need to be serialized on save
- Also re-add identical via equality operator so that serialization works again
Change 3425681 on 2017/05/05 by Jamie.Dale
Fixed fallback font height/baseline measuring
Change 3426137 on 2017/05/05 by Jamie.Dale
Removing PPF_Localized
It's an old UE3-ism that's no longer tested anywhere
Change 3427434 on 2017/05/07 by Yannick.Lange
ViewportInteraction: Null check for viewport.
Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt
Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections.
#jira UE-44655
Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt
Fix other usage of USelection not having a selection annotation
#jira UE-44786
Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt
Fix crash on platforms without a cursor
#jira UE-44815
Change 3429862 on 2017/05/08 by tim.gautier
QAGame: Enable Include CrashReporter in Project Settings
Change 3430385 on 2017/05/09 by Lauren.Ridge
Resetting user focus to game viewport after movie finishes playback
#jira UE-44785
Change 3430695 on 2017/05/09 by Lauren.Ridge
Fix for crash on leaving in the middle of a loading movie
#jira UE-44834
Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt
Fixed movie player setting all users to focus which breaks VR controllers
[CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
return A . GroupSortPriority ! = B . GroupSortPriority ? A . GroupSortPriority < B . GroupSortPriority : AName < BName ;
2014-03-14 14:13:41 -04:00
}
} ;
ParameterGroups . Sort ( FCompareFEditorParameterGroupByName ( ) ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
2014-03-14 14:13:41 -04:00
TArray < struct FEditorParameterGroup > ParameterDefaultGroups ;
for ( int32 ParameterIdx = 0 ; ParameterIdx < ParameterGroups . Num ( ) ; ParameterIdx + + )
{
FEditorParameterGroup & ParamGroup = ParameterGroups [ ParameterIdx ] ;
if ( bUseOldStyleMICEditorGroups = = false )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
if ( ParamGroup . GroupName = = TEXT ( " None " ) )
2014-03-14 14:13:41 -04:00
{
ParameterDefaultGroups . Add ( ParamGroup ) ;
ParameterGroups . RemoveAt ( ParameterIdx ) ;
break ;
}
}
else
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
if ( ParamGroup . GroupName = = TEXT ( " Vector Parameter Values " ) | |
ParamGroup . GroupName = = TEXT ( " Scalar Parameter Values " ) | |
ParamGroup . GroupName = = TEXT ( " Texture Parameter Values " ) | |
ParamGroup . GroupName = = TEXT ( " Static Switch Parameter Values " ) | |
ParamGroup . GroupName = = TEXT ( " Static Component Mask Parameter Values " ) | |
ParamGroup . GroupName = = TEXT ( " Font Parameter Values " ) | |
ParamGroup . GroupName = = TEXT ( " Material Layers Parameter Values " ) )
2014-03-14 14:13:41 -04:00
{
ParameterDefaultGroups . Add ( ParamGroup ) ;
ParameterGroups . RemoveAt ( ParameterIdx ) ;
}
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
2014-03-14 14:13:41 -04:00
if ( ParameterDefaultGroups . Num ( ) > 0 )
{
ParameterGroups . Append ( ParameterDefaultGroups ) ;
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
if ( DetailsView . IsValid ( ) )
{
// Tell our source instance to update itself so the preview updates.
DetailsView . Pin ( ) - > ForceRefresh ( ) ;
}
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
# if WITH_EDITOR
void UMaterialEditorInstanceConstant : : CleanParameterStack ( int32 Index , EMaterialParameterAssociation MaterialType )
{
check ( GIsEditor ) ;
TArray < FEditorParameterGroup > CleanedGroups ;
for ( FEditorParameterGroup Group : ParameterGroups )
{
FEditorParameterGroup DuplicatedGroup = FEditorParameterGroup ( ) ;
DuplicatedGroup . GroupAssociation = Group . GroupAssociation ;
DuplicatedGroup . GroupName = Group . GroupName ;
DuplicatedGroup . GroupSortPriority = Group . GroupSortPriority ;
for ( UDEditorParameterValue * Parameter : Group . Parameters )
{
if ( Parameter - > ParameterInfo . Association ! = MaterialType
| | Parameter - > ParameterInfo . Index ! = Index )
{
DuplicatedGroup . Parameters . Add ( Parameter ) ;
}
}
CleanedGroups . Add ( DuplicatedGroup ) ;
}
ParameterGroups = CleanedGroups ;
CopyToSourceInstance ( true ) ;
}
void UMaterialEditorInstanceConstant : : ResetOverrides ( int32 Index , EMaterialParameterAssociation MaterialType )
{
check ( GIsEditor ) ;
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
for ( const FEditorParameterGroup & Group : ParameterGroups )
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
{
for ( UDEditorParameterValue * Parameter : Group . Parameters )
{
if ( Parameter - > ParameterInfo . Association = = MaterialType
& & Parameter - > ParameterInfo . Index = = Index )
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
const EMaterialParameterType ParameterType = Parameter - > GetParameterType ( ) ;
if ( ParameterType ! = EMaterialParameterType : : None )
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
FMaterialParameterMetadata SourceValue ;
2021-10-25 20:05:28 -04:00
bool bOverride = false ;
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
if ( SourceInstance - > GetParameterValue ( ParameterType , Parameter - > ParameterInfo , SourceValue , EMaterialGetParameterValueFlags : : CheckInstanceOverrides ) )
{
2021-10-25 20:05:28 -04:00
bOverride = SourceValue . bOverride ;
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
}
2021-10-25 20:05:28 -04:00
Parameter - > bOverride = bOverride ;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
}
}
}
}
CopyToSourceInstance ( true ) ;
}
# endif
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
void UMaterialEditorInstanceConstant : : CopyToSourceInstance ( const bool bForceStaticPermutationUpdate )
2014-03-14 14:13:41 -04:00
{
2020-09-24 00:43:27 -04:00
if ( SourceInstance & & ! SourceInstance - > IsTemplate ( RF_ClassDefaultObject ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
if ( bIsFunctionPreviewMaterial )
{
bIsFunctionInstanceDirty = true ;
}
else
{
SourceInstance - > MarkPackageDirty ( ) ;
}
2014-03-14 14:13:41 -04:00
{
2021-09-22 21:37:09 -04:00
FMaterialInstanceParameterUpdateContext UpdateContext ( SourceInstance , EMaterialInstanceClearParameterFlag : : All ) ;
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
UpdateContext . SetBasePropertyOverrides ( BasePropertyOverrides ) ;
UpdateContext . SetForceStaticPermutationUpdate ( bForceStaticPermutationUpdate ) ;
2014-03-14 14:13:41 -04:00
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
for ( int32 GroupIdx = 0 ; GroupIdx < ParameterGroups . Num ( ) ; GroupIdx + + )
{
FEditorParameterGroup & Group = ParameterGroups [ GroupIdx ] ;
for ( int32 ParameterIdx = 0 ; ParameterIdx < Group . Parameters . Num ( ) ; ParameterIdx + + )
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
UDEditorParameterValue * Parameter = Group . Parameters [ ParameterIdx ] ;
if ( Parameter & & Parameter - > bOverride )
2018-06-15 16:20:58 -04:00
{
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
FMaterialParameterMetadata EditorValue ;
if ( Parameter - > GetValue ( EditorValue ) )
{
UpdateContext . SetParameterValueEditorOnly ( Parameter - > ParameterInfo , EditorValue , EMaterialSetParameterValueFlags : : SetCurveAtlas ) ;
}
2021-10-25 20:05:28 -04:00
else if ( UDEditorMaterialLayersParameterValue * LayersParameter = Cast < UDEditorMaterialLayersParameterValue > ( Parameter ) )
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
{
2021-10-25 20:05:28 -04:00
UpdateContext . SetMaterialLayers ( LayersParameter - > ParameterValue ) ;
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
}
2018-06-15 16:20:58 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
2014-03-14 14:13:41 -04:00
}
}
// Copy phys material back to source instance
SourceInstance - > PhysMaterial = PhysMaterial ;
// Copy the Lightmass settings...
SourceInstance - > SetOverrideCastShadowAsMasked ( LightmassSettings . CastShadowAsMasked . bOverride ) ;
SourceInstance - > SetCastShadowAsMasked ( LightmassSettings . CastShadowAsMasked . ParameterValue ) ;
SourceInstance - > SetOverrideEmissiveBoost ( LightmassSettings . EmissiveBoost . bOverride ) ;
SourceInstance - > SetEmissiveBoost ( LightmassSettings . EmissiveBoost . ParameterValue ) ;
SourceInstance - > SetOverrideDiffuseBoost ( LightmassSettings . DiffuseBoost . bOverride ) ;
SourceInstance - > SetDiffuseBoost ( LightmassSettings . DiffuseBoost . ParameterValue ) ;
SourceInstance - > SetOverrideExportResolutionScale ( LightmassSettings . ExportResolutionScale . bOverride ) ;
SourceInstance - > SetExportResolutionScale ( LightmassSettings . ExportResolutionScale . ParameterValue ) ;
// Copy Refraction bias setting
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
FMaterialParameterInfo RefractionInfo ( TEXT ( " RefractionDepthBias " ) ) ;
SourceInstance - > SetScalarParameterValueEditorOnly ( RefractionInfo , RefractionDepthBias ) ;
2014-03-14 14:13:41 -04:00
2014-08-22 14:15:05 -04:00
SourceInstance - > bOverrideSubsurfaceProfile = bOverrideSubsurfaceProfile ;
SourceInstance - > SubsurfaceProfile = SubsurfaceProfile ;
2014-03-14 14:13:41 -04:00
// Update object references and parameter names.
SourceInstance - > UpdateParameterNames ( ) ;
VisibleExpressions . Empty ( ) ;
// force refresh of visibility of properties
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
if ( Parent )
2014-03-14 14:13:41 -04:00
{
UMaterial * ParentMaterial = Parent - > GetMaterial ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
IMaterialEditorModule * MaterialEditorModule = & FModuleManager : : LoadModuleChecked < IMaterialEditorModule > ( " MaterialEditor " ) ;
2014-03-14 14:13:41 -04:00
MaterialEditorModule - > GetVisibleMaterialParameters ( ParentMaterial , SourceInstance , VisibleExpressions ) ;
}
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
void UMaterialEditorInstanceConstant : : ApplySourceFunctionChanges ( )
{
if ( bIsFunctionPreviewMaterial & & bIsFunctionInstanceDirty )
{
CopyToSourceInstance ( ) ;
// Copy updated function parameter values
SourceFunction - > ScalarParameterValues = SourceInstance - > ScalarParameterValues ;
SourceFunction - > VectorParameterValues = SourceInstance - > VectorParameterValues ;
SourceFunction - > TextureParameterValues = SourceInstance - > TextureParameterValues ;
2019-09-06 19:47:59 -04:00
SourceFunction - > RuntimeVirtualTextureParameterValues = SourceInstance - > RuntimeVirtualTextureParameterValues ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
SourceFunction - > FontParameterValues = SourceInstance - > FontParameterValues ;
Restore backed out CL, with fixes.
Also restores follow-up CLs 19973746, 19973782
FStaticParameterSet::MaterialLayers can't be deprecated, since a property with the same name is included via FStaticParameterSetRuntimeData
So instead, FMaterialLayersFunctionsRuntimeData is updated with SerializeFromMismatchedTag, to allow serializing a full FMaterialLayersFunction.
When this happens, the EditorOnly portion is stored in a separate heap allocation, and then transferred to FStaticParameterSet::EditorOnly::MaterialLayers
#preflight 626c3405e31dbb512cef1e98
[Backout] - CL19973745
#fyi bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL19964485
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 20043286 by Jason Nadro in ue5-main branch]
2022-05-04 12:21:52 -04:00
const FStaticParameterSetEditorOnlyData & StaticParameters = SourceInstance - > GetEditorOnlyStaticParameters ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
SourceFunction - > StaticSwitchParameterValues = StaticParameters . StaticSwitchParameters ;
SourceFunction - > StaticComponentMaskParameterValues = StaticParameters . StaticComponentMaskParameters ;
SourceFunction - > MarkPackageDirty ( ) ;
bIsFunctionInstanceDirty = false ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
UMaterialEditingLibrary : : UpdateMaterialFunction ( SourceFunction , nullptr ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
}
2014-03-14 14:13:41 -04:00
void UMaterialEditorInstanceConstant : : SetSourceInstance ( UMaterialInstanceConstant * MaterialInterface )
{
check ( MaterialInterface ) ;
SourceInstance = MaterialInterface ;
Parent = SourceInstance - > Parent ;
PhysMaterial = SourceInstance - > PhysMaterial ;
2019-01-30 20:34:55 -05:00
CopyBasePropertiesFromParent ( ) ;
2014-08-22 14:15:05 -04:00
2014-03-14 14:13:41 -04:00
RegenerateArrays ( ) ;
//propagate changes to the base material so the instance will be updated if it has a static permutation resource
2021-09-22 21:37:09 -04:00
FMaterialInstanceParameterUpdateContext UpdateContext ( SourceInstance , EMaterialInstanceClearParameterFlag : : Static ) ;
2021-10-25 20:05:28 -04:00
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
for ( int32 GroupIdx = 0 ; GroupIdx < ParameterGroups . Num ( ) ; GroupIdx + + )
{
FEditorParameterGroup & Group = ParameterGroups [ GroupIdx ] ;
for ( int32 ParameterIdx = 0 ; ParameterIdx < Group . Parameters . Num ( ) ; ParameterIdx + + )
{
UDEditorParameterValue * Parameter = Group . Parameters [ ParameterIdx ] ;
if ( Parameter & & Parameter - > bOverride )
{
FMaterialParameterMetadata EditorValue ;
if ( Parameter - > GetValue ( EditorValue ) )
{
// Only want to update static parameters here
if ( IsStaticMaterialParameter ( EditorValue . Value . Type ) )
{
UpdateContext . SetParameterValueEditorOnly ( Parameter - > ParameterInfo , EditorValue ) ;
}
}
2021-10-25 20:05:28 -04:00
else if ( UDEditorMaterialLayersParameterValue * LayersParameter = Cast < UDEditorMaterialLayersParameterValue > ( Parameter ) )
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
{
2021-10-25 20:05:28 -04:00
UpdateContext . SetMaterialLayers ( LayersParameter - > ParameterValue ) ;
Refactor/cleanup surrounding material parameters.
Primary goal is to reduce amount of code duplicated across different parameter types, and reduce amount of boilerplate required to add new parameters
The main part are new types FMaterialParameterValue, and FMaterialParameterMetadata (both in MaterialTypes.h). FMaterialParameterValue is a tagged union/variant type, that can represent any material parameter value. FMaterialParameterMetadata contains a value, along with various editor-only fields that describe how that value is used.
Using this new type, many places that previously included separate APIs for each parameter type collapse to a single API that operates on a FMaterialParameterValue/FMaterialParameterMetadata. Code that previously had a block copy/pasted for each parameter type can be replaced with a loop that iterates over all parameter types.
Also includes some API cleanup that should improve (editor) performance. Previously we had APIs GetAllScalarParameters, GetAllVectorParameters, etc, which would return a list of FMaterialParameterInfos for each parameter of the given type. Code would often query all parameters, then loop over the results and lookup each parameter value. Now there's a new API, GetAllParametersOfType, which returns a list of all FMaterialParameterMetadata of a given type. It's easy to just collect the values at the time we're building the list of parameters, so this saves the work of looking up each value individually.
#jira none
#rb lauren.barnes
[FYI] zousar.shaker
#ROBOMERGE-SOURCE: CL 17360722 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17360730 by ben ingram in ue5-release-engine-test branch]
2021-08-30 18:53:14 -04:00
}
}
}
}
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113)
#lockdown Nick.Penwarden
#rb none
============================
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 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3636145 by Chris.Bunner
Linux compile fix.
Change 3636198 by Chris.Bunner
Include fix.
Change 3636225 by Daniel.Wright
Removed spammy draw event
Change 3636397 by Daniel.Wright
Visualize volumetric lightmaps uses 18% grey in lit mode
Change 3636398 by Daniel.Wright
Translucency lighting modes work with Volumetric Lightmaps
* The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher.
* The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes
* Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42
* Volumetric Directional went from 104 up to 122
Change 3636604 by Chris.Bunner
Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random".
Change 3637668 by Rolando.Caloca
DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB
- Fix missing indexing on intrinsic return type
Change 3638541 by Chris.Bunner
Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters.
Change 3638798 by Mark.Satterthwaite
Rebuilt hlslcc for Mac for Rolando's 3637668 changes.
Change 3638861 by Mark.Satterthwaite
Missed making a log verbose in the Metal ring-buffer.
Change 3639482 by Rolando.Caloca
DR - vk - Minor fixes
Change 3639909 by Michael.Lentine
Add special case for struct needed to compile.
Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a.
Change 3639916 by Michael.Lentine
Spelling fix.
Change 3640053 by Mark.Satterthwaite
Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts.
Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases.
Now only Intel Metal is broken and their problems run deeper.
#jira UE-48881
Change 3640983 by Olaf.Piesche
Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime.
#jira UE-48799
Change 3641480 by Michael.Lentine
Add min16float to FP16Math
Change 3642442 by Mark.Satterthwaite
Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders.
- Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects.
- Uncompress the shader data for the native library system so that it actually works again.
- Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus.
#jira UE-49192
Change 3642919 by Chris.Bunner
Reverted unintended changes to material static parameter set serialization.
Bumped material version to force re-serialization.
Fixed a few typos.
Change 3642923 by Richard.Wallis
Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running.
#jira UE-46504
Change 3643296 by Michael.Lentine
Convert all structures that aren't use globally to halfs.
Change 3643381 by Ryan.Brucks
New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification.
Change 3643929 by Ben.Salem
Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible.
#tests Ran locally, changes validated by benj
Change 3644203 by Mark.Satterthwaite
Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs.
Change 3644336 by Mark.Satterthwaite
Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference....
Change 3644431 by Uriel.Doyon
Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy).
The default units value for newly placed point lights and spot lights is configured in the project settings.
Spot lights configured in lumens have their whole luminous energy redirected toward the cone.
This means that changing the outer cone angle, changes the spot light brightness.
New exposure menu that uses an EV100 slider.
New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation.
Post process settings "auto exposure" tab renamed "exposure".
The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab.
The auto exposure method is renamed "Metering Mode"
New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color.
This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats.
The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value.
Change 3645098 by Marcus.Wassmer
Don't add meshes twice when in simpleforward
Change 3645551 by Daniel.Wright
VolumetricScatteringIntensity is greyed out based on Mobility
Change 3645707 by Chris.Bunner
Skip empty parameters when identifying invalid duplicates during material translation.
Change 3646225 by Uriel.Doyon
Texture streaming support for particle sub-uv
Change 3646323 by Rolando.Caloca
DR - vk - Fix bad update texture 2/3d parameters
Change 3646463 by Mark.Satterthwaite
Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness.
Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects.
Change 3646727 by Marcus.Wassmer
fix linux and nonunity compiles
Change 3647777 by Rolando.Caloca
DR - Mobile Vulkan optimization
Change 3647822 by Lauren.Ridge
Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions
Change 3647918 by Chris.Bunner
Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable.
Change 3648010 by Michael.Lentine
Don't use min16float by default.
Change 3648015 by Michael.Lentine
Add special case fixes for min16float as well as half on console.
Change 3648024 by Lauren.Ridge
Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers
Change 3648127 by Lauren.Ridge
Moving name getter functionality to FMaterialLayersFunctions
Change 3648265 by Lauren.Ridge
Fixing loctext key
Change 3648293 by Rolando.Caloca
DR - D3D12 fix
Change 3648326 by Rolando.Caloca
DR - vk - Added subrectangle support when updating Texture2D and Texture3D
Change 3648522 by Rolando.Caloca
DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat)
Change 3648612 by Rolando.Caloca
DR - vk - Implement RHIMapStagingSurface
Change 3648673 by Rolando.Caloca
DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes
Change 3648913 by Arne.Schober
DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value.
Change 3649443 by Daniel.Wright
Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes
Change 3650436 by Mark.Satterthwaite
Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler.
- Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>.
- All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial.
- Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices.
- Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards.
Change 3650861 by Rolando.Caloca
DR - vk - Fix warnings
Change 3651116 by Rolando.Caloca
DR - vk - Support for compressed saved PSO cache
Change 3651321 by Rolando.Caloca
DR - vk - Prep for load multiple PSO files
Change 3651337 by Chris.Bunner
Editor-only default material fallback (hardcoded material).
#jira UE-48404
Change 3651839 by Rolando.Caloca
DR - vk - Integrate minor pipeline changes
Change 3652042 by Mark.Satterthwaite
More work on mtlpp:
- Selector class that caches IMP from SEL & Class.
- Fixes to ns::Error.
- Added test case application for testing denorm & float reinterpret-cast behaviour on Metal.
Change 3652370 by Uriel.Doyon
New "stat StreamingOverview" giving high level metrics of texture usage.
New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize".
Change 3653658 by Chris.Bunner
Material vertex interpolator for sprite and gpu sprite particles.
Change 3653676 by Rolando.Caloca
DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80%
Change 3653940 by Daniel.Wright
Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
Change 3653956 by Daniel.Wright
Fixed leak of BatchVisibilityId's
Change 3653991 by Daniel.Wright
Fixed missing include
Change 3654013 by Daniel.Wright
Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default)
Change 3654018 by Daniel.Wright
Remove unused SM4 reflection capture cubemap
Change 3654118 by Rolando.Caloca
DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles
Change 3654339 by Chris.Bunner
Temporarily disabed a material error whilst working with content teams to fix the introduced bugs.
Change 3654534 by Daniel.Wright
Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3).
Change 3654751 by Rolando.Caloca
DR - vk - Add readback for RGB10A2; minor optimization
Change 3654940 by Rolando.Caloca
DR - vk - Warning fix
Change 3655104 by Mark.Satterthwaite
Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS.
Change 3655173 by Jian.Ru
Render dithered material as masked if a stencil prepass is not used
#jira UE-50064, UE-49537
Change 3655479 by Daniel.Wright
Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
Change 3656341 by Richard.Wallis
Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls.
#jira UE-48172
Change 3656844 by Rolando.Caloca
DR - vk - Avoid microcode copy
- Fix link error
Change 3656894 by Rolando.Caloca
DR - vk - Enable api dump without needing validation enabled
Change 3656915 by Marcus.Wassmer
Fix DX12 buffer lock for read
Change 3657166 by Rolando.Caloca
DR - vk - Proper fix for api dump layer
Change 3657401 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3657607 by Rolando.Caloca
DR - vk - Prep for changes
Change 3658722 by Chris.Bunner
Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings).
#jira UE-30086
Change 3659499 by Daniel.Wright
Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category
Change 3659644 by Mark.Satterthwaite
D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world.
#jira UE-48172
Change 3659831 by Rolando.Caloca
DR - vk - Copy 3657927 (fixes for Mali)
Change 3661921 by Rolando.Caloca
DR - vk - Minor log/info changes
Change 3661985 by Mark.Satterthwaite
Change the Metal sampler filter translation to better match D3D.
Change 3662050 by Richard.Wallis
Compile fix for Metal enums.
Change 3662062 by Rolando.Caloca
DR - Copy from 3662060
- OpenGL cloth fix
Change 3662100 by Mark.Satterthwaite
Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm.
Change 3662253 by Daniel.Wright
Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
Change 3663215 by Mark.Satterthwaite
Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler.
So far only macOS render-pipeline-states are supported currently.
Change 3663293 by Mark.Satterthwaite
Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's.
Change 3663471 by Daniel.Wright
Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh
Fixed status updates during Reflection Capture Build
Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully
Change 3664056 by Rolando.Caloca
DR - Linux compile fix
Change 3664460 by Daniel.Wright
Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load
Change 3664802 by Uriel.Doyon
Fixed flash created by pre-exposure when the value changed dramatically between frames
Change 3664890 by Daniel.Wright
Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs
Change 3665163 by Rolando.Caloca
DR - Copy from 3665156
- Gracefully fail when there are mem leaks exiting Vulkan
Change 3665629 by Daniel.Wright
Only Surface domain materials cast shadows in Lightmass
Change 3665855 by Marcus.Wassmer
PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0)
Change 3666707 by Guillaume.Abadie
Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions.
Change 3667239 by Rolando.Caloca
DR - Use hlslcc define for common issues
Change 3668108 by Brian.Karis
Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well.
Change 3668157 by Mark.Satterthwaite
In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent.
These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI.
The following HLSL 6 functions are implemented:
WaveAllBitAnd
WaveAllMax
WaveAllMin
WaveAllBitOr
WaveAllBitXor
WaveAllEqual
WaveAllProduct
WaveAllSum
WaveAllTrue
WaveAnyTrue
WaveBallot
WaveGetLaneCount
WaveGetLaneIndex
WaveOnce
WavePrefixProduct
WavePrefixSum
WaveReadFirstLane
WaveReadLaneAt
The following can't be implemented in Metal as of Metal 2.0 AFAIK:
WaveGetOrderedIndex
WaveIsHelperLane
GlobalOrderedCountIncrement
QuadReadLaneAt
QuadSwapX
QuadSwapY
Change 3668260 by Olaf.Piesche
Cache particle collision shaders regardless of simple forward state
Missed this checkin
#jira FORT-51307
Change 3669243 by Daniel.Wright
Bumped shader version to propagate FReflectionCaptureData rename
Change 3669369 by Mark.Satterthwaite
Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering)
3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog.
#jira UE-50293
3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug.
- On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers.
- In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log.
- Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation.
#jira UE-50244
3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself.
#jira UE-50356
3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work.
#jira UE-50364
3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect.
#jira UE-50399
3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems.
#jira UE-50399
Change 3669912 by Mark.Satterthwaite
Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes.
Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781
Fixed an extra ) being emitted during HLSL->Metal translation
Added depthcube_array support per Mark's instructions
Change 3670308 by Mark.Satterthwaite
Missing autorelease pool blocks in MetalTexture functions.
Change 3670989 by Mark.Satterthwaite
Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane.
Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here.
#jira UE-50518
Change 3671014 by Mark.Satterthwaite
Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean.
Change 3671575 by Rolando.Caloca
DR - Copy 3668036
Stop syncing CPU with GPU on Vulkan
Change 3671637 by Rolando.Caloca
DR - Copy 3670937
Fixes Vulkan editor outline
Change 3672309 by Mark.Satterthwaite
Submitted on behalf of Richard Wallis:
Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled.
#jira UE-50134
Change 3672314 by Daniel.Wright
User friendly message dialog for when a required key is missing from BaseLightmass.ini
Change 3672315 by Daniel.Wright
Assert on load when a uniform buffer struct goes missing, instead of a crash on save
Change 3672476 by Chris.Bunner
Removed duplicate material instance editor command binding that appeared in a task stream merge.
Change 3672626 by Mark.Satterthwaite
Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here.
Change 3672643 by Mark.Satterthwaite
iOS compilation fixes.
Change 3672728 by Daniel.Wright
Fixed encoded HDR reflection captures
Change 3672753 by Jian.Ru
Fix texture swimming
#jira UE-49369
Change 3672815 by Daniel.Wright
Tooltip for build button explaining why it might be disabled
Change 3673350 by Rolando.Caloca
DR - vk - Do not reallocate memory every draw call
Change 3673501 by Rolando.Caloca
DR - vk - Remove more reallocations
Change 3673505 by Rolando.Caloca
DR - Remove global variable with semantic
Change 3673514 by Rolando.Caloca
DR - vk - compile fix
Change 3675899 by Chris.Bunner
Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform.
Change 3676843 by Arne.Schober
DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop.
Change 3678269 by Daniel.Wright
Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking
Change 3678543 by Daniel.Wright
MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time.
Change 3679602 by Jian.Ru
Fix up mesh decal shader complexity view mode
#jira UE-50272
Change 3679959 by Chris.Bunner
Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter.
#jira UE-50712
Change 3679998 by Daniel.Wright
Fixed crash when precomputing static visibility only
[CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
void UMaterialEditorInstanceConstant : : SetSourceFunction ( UMaterialFunctionInstance * MaterialFunction )
{
SourceFunction = MaterialFunction ;
bIsFunctionPreviewMaterial = ! ! ( SourceFunction ) ;
}
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void UMaterialEditorInstanceConstant : : UpdateSourceInstanceParent ( )
{
// If the parent was changed to the source instance, set it to NULL
if ( Parent = = SourceInstance )
{
Parent = NULL ;
}
SourceInstance - > SetParentEditorOnly ( Parent ) ;
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SourceInstance - > PostEditChange ( ) ;
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}
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void UMaterialEditorInstanceConstant : : CopyBasePropertiesFromParent ( )
{
BasePropertyOverrides = SourceInstance - > BasePropertyOverrides ;
// Copy the overrides (if not yet overridden), so they match their true values in the UI
if ( ! BasePropertyOverrides . bOverride_OpacityMaskClipValue )
{
BasePropertyOverrides . OpacityMaskClipValue = SourceInstance - > GetOpacityMaskClipValue ( ) ;
}
if ( ! BasePropertyOverrides . bOverride_BlendMode )
{
BasePropertyOverrides . BlendMode = SourceInstance - > GetBlendMode ( ) ;
}
if ( ! BasePropertyOverrides . bOverride_ShadingModel )
{
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if ( SourceInstance - > IsShadingModelFromMaterialExpression ( ) )
{
BasePropertyOverrides . ShadingModel = MSM_FromMaterialExpression ;
}
else
{
BasePropertyOverrides . ShadingModel = SourceInstance - > GetShadingModels ( ) . GetFirstShadingModel ( ) ;
}
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}
if ( ! BasePropertyOverrides . bOverride_TwoSided )
{
BasePropertyOverrides . TwoSided = SourceInstance - > IsTwoSided ( ) ;
}
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if ( ! BasePropertyOverrides . bOverride_OutputTranslucentVelocity )
{
BasePropertyOverrides . bOutputTranslucentVelocity = SourceInstance - > IsTranslucencyWritingVelocity ( ) ;
}
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if ( ! BasePropertyOverrides . DitheredLODTransition )
{
BasePropertyOverrides . DitheredLODTransition = SourceInstance - > IsDitheredLODTransition ( ) ;
}
// Copy the Lightmass settings...
// The lightmass functions (GetCastShadowAsMasked, etc.) check if the value is overridden and returns the current value if so, otherwise returns the parent value
// So we don't need to wrap these in the same "if not overriding" as above
LightmassSettings . CastShadowAsMasked . ParameterValue = SourceInstance - > GetCastShadowAsMasked ( ) ;
LightmassSettings . EmissiveBoost . ParameterValue = SourceInstance - > GetEmissiveBoost ( ) ;
LightmassSettings . DiffuseBoost . ParameterValue = SourceInstance - > GetDiffuseBoost ( ) ;
LightmassSettings . ExportResolutionScale . ParameterValue = SourceInstance - > GetExportResolutionScale ( ) ;
//Copy refraction settings
SourceInstance - > GetRefractionSettings ( RefractionDepthBias ) ;
2019-05-24 10:11:14 -04:00
bOverrideSubsurfaceProfile = SourceInstance - > bOverrideSubsurfaceProfile ;
// Copy the subsurface profile. GetSubsurfaceProfile_Internal() will return either the overridden profile or one from a parent
SubsurfaceProfile = SourceInstance - > GetSubsurfaceProfile_Internal ( ) ;
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}
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# if WITH_EDITOR
void UMaterialEditorInstanceConstant : : PostEditUndo ( )
{
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Super : : PostEditUndo ( ) ;
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if ( bIsFunctionPreviewMaterial & & SourceFunction )
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{
bIsFunctionInstanceDirty = true ;
ApplySourceFunctionChanges ( ) ;
}
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else if ( SourceInstance )
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{
FMaterialUpdateContext Context ;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
2019-11-04 15:55:16 -05:00
UpdateSourceInstanceParent ( ) ;
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2019-11-04 15:55:16 -05:00
Context . AddMaterialInstance ( SourceInstance ) ;
}
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}
# endif
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UMaterialEditorMeshComponent : : UMaterialEditorMeshComponent ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
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{
}