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UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/SEditorViewportViewMenu.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SEditorViewportViewMenu.h"
#include "SEditorViewportViewMenuContext.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]
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#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "ToolMenus.h"
#include "Styling/AppStyle.h"
#include "EditorViewportCommands.h"
#include "RayTracingDebugVisualizationMenuCommands.h"
#include "GPUSkinCacheVisualizationMenuCommands.h"
#include "GPUSkinCache.h"
#include "RenderResource.h"
#define LOCTEXT_NAMESPACE "EditorViewportViewMenu"
const FName SEditorViewportViewMenu::BaseMenuName("UnrealEd.ViewportToolbar.View");
void SEditorViewportViewMenu::Construct( const FArguments& InArgs, TSharedRef<SEditorViewport> InViewport, TSharedRef<class SViewportToolBar> InParentToolBar )
{
Viewport = InViewport;
MenuName = BaseMenuName;
MenuExtenders = InArgs._MenuExtenders;
SEditorViewportToolbarMenu::Construct
(
SEditorViewportToolbarMenu::FArguments()
.ParentToolBar( InParentToolBar)
.Cursor( EMouseCursor::Default )
.Label(this, &SEditorViewportViewMenu::GetViewMenuLabel)
.LabelIcon(this, &SEditorViewportViewMenu::GetViewMenuLabelIcon)
.OnGetMenuContent( this, &SEditorViewportViewMenu::GenerateViewMenuContent )
);
}
FText SEditorViewportViewMenu::GetViewMenuLabel() const
{
FText Label = LOCTEXT("ViewMenuTitle_Default", "View");
TSharedPtr< SEditorViewport > PinnedViewport = Viewport.Pin();
if( PinnedViewport.IsValid() )
{
const TSharedPtr<FEditorViewportClient> ViewportClient = PinnedViewport->GetViewportClient();
check(ViewportClient.IsValid());
const EViewModeIndex ViewMode = ViewportClient->GetViewMode();
// If VMI_VisualizeBuffer, return its subcategory name
if (ViewMode == VMI_VisualizeBuffer)
{
Label = ViewportClient->GetCurrentBufferVisualizationModeDisplayName();
}
else if (ViewMode == VMI_VisualizeNanite)
{
Label = ViewportClient->GetCurrentNaniteVisualizationModeDisplayName();
}
Refactored Lumen visualization views and show flag in order to improve user experience. All Lumen visualization modes and show flags were moved into Lumen submenus for easier discovery. View modes were made exclusive (only one may be active at a time). Additonally exposed new view modes and show flags in order to easier debug and understand Lumen. Lit->Lumen Added Lit->Lumen submenu with 4 view modes - Lumen Scene, Lumen Reflection View, Lumen Surface Cache and Overview: * Lumen Scene - same as ShowFlags->VisualizeLumenScene. Visualizes Lumen scene representation in highest possible quality, with highest possible view distance * Lumen Reflection View - Lumen Scene, but with current reflections settings. Basically represents how things look in the reflections * Lumen Surface Cache - visualizes surface cache and marks with pink missing surface cache coverage * Overview - 3 Lumen view mode tiles, overlaid on top of normal view Show->Lumen Added Show->Lumen submenu with 6 flags, which allow to disable specific trace types (screen space, detail, global, far field), disable secondary bounces (radiosity) and disable Screen Space Directional Occlusion. Show->Visualize Removed �Lumen Scene� (replaced by Lit->Lumen->Lumen Scene view mode) and �Lumen Global Illumination� (replaced by r.Lumen.Visualize.IndirectDiffuse) from Advanced visualization modes are accessible through r.Lumen.Visualize.Mode, which overrides current Lit->Lumen-> settings. Misc changes: * Renamed VisualizeLumenScene* to LumenVisualize* * Moved shared visualize parameters to LumenVisualize.h * Lumen HWRT visualize now uses same ray footprint as SWRT visualize * Replaced HALF_WORLD_MAX with Lumen::MaxTracingEndDistanceFromCamera and Lumen::MaxTraceDistance in preparation for the LWC WORLD_MAX changes #rb Patrick.Kelly, Daniel.Wright #preflight 61e73339b56c33b8ecf753b2 #ROBOMERGE-AUTHOR: krzysztof.narkowicz #ROBOMERGE-SOURCE: CL 18658215 in //UE5/Release-5.0/... via CL 18658227 via CL 18658249 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592) [CL 18658268 by krzysztof narkowicz in ue5-main branch]
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else if (ViewMode == VMI_VisualizeLumen)
{
Label = ViewportClient->GetCurrentLumenVisualizationModeDisplayName();
}
else if (ViewMode == VMI_VisualizeVirtualShadowMap)
{
Label = ViewportClient->GetCurrentVirtualShadowMapVisualizationModeDisplayName();
}
else if (ViewMode == VMI_VisualizeGPUSkinCache)
{
Label = ViewportClient->GetCurrentGPUSkinCacheVisualizationModeDisplayName();
}
// For any other category, return its own name
else
{
Label = UViewModeUtils::GetViewModeDisplayName(ViewMode);
}
}
return Label;
}
const FSlateBrush* SEditorViewportViewMenu::GetViewMenuLabelIcon() const
{
TSharedPtr< SEditorViewport > PinnedViewport = Viewport.Pin();
if( PinnedViewport.IsValid() )
{
const TSharedPtr<FEditorViewportClient> ViewportClient = PinnedViewport->GetViewportClient();
check(ViewportClient.IsValid());
const EViewModeIndex ViewMode = ViewportClient->GetViewMode();
return UViewModeUtils::GetViewModeDisplayIcon(ViewMode);
}
return FStyleDefaults::GetNoBrush();
}
void SEditorViewportViewMenu::RegisterMenus() const
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3536809 by Ben.Marsh Fixing case of files in "iOS" directory, pt 1. Change 3536814 by Ben.Marsh Fixing case of files in "iOS" directory, pt 2. Change 3596207 by Thomas.Sarkanen Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250 PhAT Upgrade #jira UEAP-29 - New PhysicsAsset editor Changelists from task stream: Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working. This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added. Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Renaming PhAT files to PhysicsAssetEditor Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rename PhAT -> PhysicsAssetEditor Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed up PhAT to Physics Asset Editor Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Reverted some over-zealous renaming Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it Added the ability to hide filter menus to skeleton tree Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added new physics asset skeleton tree builder Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Skeleton tree extensions to support physics assets Only started this work - still much to do Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rearranged persona viewport menus Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed body/constraint modes. Added graph editor Added edit mode - moved viewport client code over Got PhAT skel mesh rendering in viewport Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Increased hit proxy priority to improve selection Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Skeleton tree gets bodies & shapes back. Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport. Added multi-select to bone proxy customization Re-tweaked editor layout Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Selection sync work. Customization of anim viewport menus. Context menus for physics asset items, as well as masking of various context menu items via settings. Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next! Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen More viewport menu fixups (plus deleting duplicate functionality). Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early). Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion. Cleaned up unused files & code Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Allow extensibility of viewport menu bars Slate changes: Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points. Allow menu bars to optionally invert-on-hover. Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used. Adjusted core styling of menu bar elements. Other changes: Adjusted padding for various UI elements to preserve previoud behavior. Adjusted SAnimViewportToolbar to use the new menu bar builder. Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar. Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added extension point to viewport menu bar Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Getting sim working again Moved over to using preview instance so we share functionality with Persona editors. Added time dilation options to persona preview scene. Removed PhAT specific recording functionality (it is in the viewport now). Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Recreate physics state on edit, not sim start This allows velocity to be inherited when simulation is started Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moving viewport to continually-invalidated one like animation editors Fixed crash in non-extended viewport toolbars Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Bodies start off non-expanded Selection now synced between viewport and graph Constraint selection in graph not works on the first try Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added missing icon Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed shape listing from graph nodes Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Double click on body node recenters graph Fixed graph disappearing on right-click Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Prevented cursor getting swallowed in sim mode Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed overlapping text Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Node layout now takes dimensions into account Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed crash opening Persona editors Renamed file Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaks to profiles menu Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Profiles can now be edited in their own details panel Existing customizations folded into the new panel Tweaks to toolbar Added the ability for the persona details panel to have extra top/bottom content added Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Add profile control to context menus Also delete old unused code Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Toolbar trimmed down & re-ordered Body/constraint ops moved to context menus Apply physmat now a context-menu option with an asset picker Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed extra warning dialog when auto-creating bodies Changed title of new asset dialog to "auto-create bodies" Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix "simulate selected" As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor. Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type Fixed up selection so body selection works & tree seleciton is properly synced with viewport Added recursion guard to selection delegate handlers. Removed vestigial instance property editing support (no longer needed). Removed unused old tree support code Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added constraints to tree Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix bone proxiies stopping updating after initial viewport selection Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed up selection issues when creating new bodies Added constraint context menu Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved icons to central location Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Customized filtering of the skeleton tree Hide constraints by defualt Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved). BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool. Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303 Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved physics sim options to viewport menu (so seleciton changing is not required to change them) Moved physics-related rendering options to show menu We no longer switch to sim options when nothing is selected. During simulation we now disable the details panel Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered) Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Small fixes based on feedback: Exposed Mirror tool to menus Exposed constraint quick actions to menus Added edit condition to Position & Velocity strength for physical animation Fixed up some tooltips & display names Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Defaulted to constraints as points Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Request from Nick D: Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes. Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets. Slightly increased point-constraint rendering size and added crosshair cursor to constraints Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead) Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed duplicate time dilation (can just use viewport menu!) Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixup post-merge Prevent crash by attaching to root component in the correct place Add IWYU include for TArrayView Remove more unused code Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix constraint/body selection one final time Move constraint drawing to SDPG_World (apart from point mode) Remove depth offset in material Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Enabling/disabling collision between bodies is now clearer Menu items are now enabled and disabled correctly depending on collision state Tooltip reflects what actually gets done when the operation is enacted Also corrected a few functions that still reference constraint & body mode Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added enable/disable collision with all Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Color code graph items based on current profile Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Color code tree items too Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Bone selection & manipulation now possible - allows for pose setup before simulation Item expansion now expands leaf nodes when selecting - helps with constraint selection etc. Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix compile error Color code according to simulated/kinematic status Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen File i missed Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added physics asset factory so physics assets can be created form the "new asset" menu. Skeletal mesh is picked then a defualt asset is generated Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Improve interactions with bones & bodies Clear bone selection when selecting bodies/constraints Always hide gizmo in simulate Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed unused selection lock feature Fixed selection working incorrectly with details panel closed Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Selection improvements Multiselect in tree now only selects non-collapsed tree elements Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent). Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994 Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixup post-merge issues Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Simulation now works in a simlar way to the level editor Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown. Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed selection color of wireframe drawing (this broke ages ago!) Fixed initialized environment color/intensity Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently) Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix crash when simulating selected new bodies Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time) Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Select all is now a menu option Context menu pops when right-clicking nothing now too Menu no longer grows enormous when multiple types of objects are selected Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Enlarged constraint rendering size Show constraints (rather than points) by default Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics Assets now appear in the asset family shortcut bar Physics Assets now render thumbnails Skeleton tree can now work in 'picker' mode Constraints can now be created manually in the graph, tree and viewport Fixed double-click and mousewheel not working right sometimes Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed clicks incorrectly selecting bones in simulate mode Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics Asset config is now loaded/saved Fixed antoher corner case with viewport clicks in sim Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved body creation params over to a details panel & settings object Moved initial creation dialog over to use the new system too Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Renamed shapes and constraints in the tree view Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Constraints are now not filtered by default Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Selecting constraints now shows them (and the bodies involved) in the graph Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed "Show Kinematic Bodies" We now always show kinematic status in simulate mode Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen PhAT rendering settings are now persisted across sessions. Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available. Added editable opacity to collision rendering. Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen New materials with opacity parameter Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Re-saved materials Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added ability to only show selected bodies as solid Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix focus 'F' shortcut sometimes not working Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix a bunch of selection issues with the graph not keeping in sync Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853 Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed disappearing convex meshes on simulate Also fixes crash in thumbnail rendering Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Disabled selection on mesh. Fixes selection issues. Also made the hit proxy use a crosshair when over bodies, for easier selection Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added body/body collision buttons back to the main toolbar Fixed solid body drawing using the wrong material when no bodies are selected Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix delete shortcut not working when tree is focused Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Integrated per-bone primitive generation with the new tab method Removed context menu item for bones (fixes duplicate popup) Fixed undo/redo not working for regenerating all bodies Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Disabled body regeneration when simulation is running Fixed up tab icons Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings) Animation picker removed from toolbar (we use the preview scene settings for this now) Fixed profiles tab icon Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Show attached assets in tree Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix broken multi-selection of bone proxies Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed code that prevented parts of the UI (like simulation) from working in PIE Removed graph overlays & added "PHYSICS" label Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed arrows from graph Fixed dragging off constraints/input pins/bodies in constraint-created graphs Constraint names now include both bodies Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Switched from colors to icons in the skeleton tree Removed bold fonts Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Layout fixes Added border around generate button in tools panel Removed skeleton tree header in contexts where it is not needed Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added slow task dialog for body generation Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rearranged context menus to be not so huge Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rearranged menus some more Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Colorized details customization of swing/twist items Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Auto-open assets when creating from skeletal mesh Tweaked tooltip on suggestion from Nick D Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed mirroring changes not showing up straight away Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved over to Persona-style floor adjustment Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaked tooltips for filtering items Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added "deselect all" option (Esc) Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Graph selection tweaks Selected bodies in the viewport/tree are now also selected in the graph. Selection outline is now matched to the graph outline instead of using default outline. Pin allocation no longer happens twice Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Switched simulate shortcut to Alt+Enter Avoids conflict with clobal PIS/SIE shortcuts Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Minor body regeneration refactor Label for tools tab button is dynamic depending on selection context Generation setttings are now re-used by creation dialog too Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Resetting animation to default now correctly applies the animation Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed up physics asset editor's use of debug skel mesh component This broke post-merge from Dev-AnimPhys. Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics). This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor). Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved code to add/remove/assign/unassign profiles to details customization Also allowed dupication again (via the menu) Allows correct naming of new profiles as before (as this is handled in PostEdit) #jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile #jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor #jira UE-47384 - New profiles in Physics Asset Editor are all named the same #jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available #jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long #jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Prevented ctrl+selection of constraints from re-selecting Avoided defered broadcast of seleciton event from the graph #jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed bodies incorrectly simulating outside of 'simulate' mode Forced all bodies to be non-simulated when simulation is disabled. Also removed non-functioning motor menu options & disabled more menu options when simulating #jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed crash when failing to create a physics asset with multi convex hull #jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed typo that disabled editability of profile names incorrectly #jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed crash when opening a physics asset with a deleted preview skeletal mesh Now assigns default mesh as before If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it. #jira UE-47918 - Crash when opening certain Physics Assets Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Prevent "set bodies below" from improperly enabling simulation on bodies #jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics assets with simulated bodies no longer simulate when first opened #jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix excessive gravity crash when actors pop out of the world Also restrict gravity to non NaN-causing levels. #jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581 Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix merge issues Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed delegate for skeleton tree context menu extension, now uses an empty section Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added comments to bone proxy & physics asset editor shared data Removed unused variables Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed constraint 'all positions' rendering Removed empty override of unregister tab spawners Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix crash when setting skeletal mesh Toast is not displayed when the skeleton is changed as well as the skeletal mesh. Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor #jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics asset selection color now uses editor settings Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed unused functions Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Commented SetBodiesBelowPhysicsType as per code review Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Disabled physical material menu in simulate Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed unused code Commented a few functions Re-instated preview mesh selection Removed delegate allowing viewport client class creation Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Remove unused code Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965 Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixup merge errors Change 3596227 by Jonathan.Poncelet Fixed physics substepping interpolation using the wrong starting value. #jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16 Change 3596241 by Jonathan.Poncelet Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately. #jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin Change 3596247 by Thomas.Sarkanen Fixup CIS errors post PhAT Upgrade merge Change 3596250 by Thomas.Sarkanen More CIS fixes Change 3596255 by Benn.Gallagher Fixed compilation errors when nativizing animation blueprints that use subinstances #jira UE-46522 Change 3596256 by Benn.Gallagher Fixed orphaned sub anim instance pins hanging around #jira UE-46545 Change 3596257 by Benn.Gallagher Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections. #jira UE-48045 Change 3596258 by Benn.Gallagher Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible #jira UE-47755 Change 3596259 by Benn.Gallagher Fixed mismatch between paint values and view values for clothing tools #jira UE-48110 Change 3596260 by Benn.Gallagher Stopped property context menus killing the whole window stack when an item is clicked #jira UE-48158 Change 3596261 by Thomas.Sarkanen One last Mac CIS fix (hopefully) Change 3596308 by Benn.Gallagher Removed outdated references to APEX in clothing example map. Change 3596360 by Martin.Wilson Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded #jira UE-48452 Change 3596459 by Benn.Gallagher Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances. #jira UE-47567 Change 3596967 by Aaron.McLeran Adding setting default reverb send level in audio settings. Change 3596974 by Ethan.Geller Merge in fix from Christopher Oliver Change 3597243 by Aaron.McLeran Checking in missing files. Change 3597686 by Ethan.Geller Fix warnings/errors from CL 3597452 Change 3597846 by Ethan.Geller Fix errors, take 2 Change 3598290 by Ethan.Geller Panning Angle Issue Change 3598412 by Ethan.Geller Change Core.h header to CoreMinimal.h, fix warnings Change 3599797 by Jurre.deBaare LODs from Merge Actor tool have bad normals #jira UE-47129 #fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to: 1) Summing all lightmap pixel counts for each mesh component being merged 2) Calculating fitting texture dimension by taking square root of the total pixels Change 3599863 by Lina.Halper PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot) Change 3599883 by Jurre.deBaare HLOD: update outliner tooltip when UE docs arrive #jira UE-20352 Change 3599944 by Martin.Wilson Smart name refactor - Remove guids entirely - Remove automatic fix up - Simplify smart name mapping container - Make animations deterministic for cooking #jira UEAP-264 Change 3600133 by Benn.Gallagher Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely. #jira UE-48612 Change 3600166 by Benn.Gallagher Fixed cloth paint gradient allowing invalid values #jira UE-48114 Change 3600719 by Lina.Halper PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus) Change 3601668 by Jurre.deBaare Improve BlendSpace preview pin dragging controls #fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable #misc Also added tooltips on the grid to make the functionality more discoverable #jira UE-43011 Change 3601669 by Jurre.deBaare No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel #fix I've added the SampleIndex to the names to make it easier recognizing which one is which #jira UE-46892 Change 3601731 by Benn.Gallagher Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account. #jira UE-48329 Change 3601897 by Lina.Halper fixing issue with sequencer reinitialization #jira: UE-48556 Change 3602339 by Benn.Gallagher Fixed comment/tooltip typo Change 3602502 by Benn.Gallagher Fixed clothing gradient tool renderer not showing selected points when camera was moving #jira UE-48331 Change 3602664 by Ethan.Geller Unshelved fixes from Dev-VR Change 3602726 by Lina.Halper Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject #jira: UE-48700 Change 3603011 by Lina.Halper Fix build error Change 3604139 by Benn.Gallagher Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode. #jira UE-47960 Change 3604284 by Benn.Gallagher Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running #jira UE-48687 Change 3604612 by Lina.Halper Fix curve issue from automation test - It was actual bug. Change 3604614 by Lina.Halper - Fix crash with macro anim notify - Make sure macro anim notify doesn't show up in the menu #jira: UE-45036 Change 3604725 by Lina.Halper fixed issue with opening state machine from anim graph #jira: UE-48726 Change 3604971 by Aaron.McLeran #jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift. Bringing fix from 4.17 to Dev-AnimPhys Change 3605787 by Aaron.McLeran Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls - This is necessary in order to use the sound concurrency "limit by owner" feature Change 3606851 by Jurre.deBaare UE4Editor Static Analysis Win64 - Warning fix Change 3607022 by Lina.Halper Fix static analysis warning Change 3607229 by Jurre.deBaare RemoveAllCurveData should not allow removing data from the Skeleton #jira UE-48107 Change 3607660 by Martin.Wilson Live link client can run in cooked builds too #jira UEAP-306 Change 3607668 by Ethan.Geller #jira UE-48792 fix null dereference case in audiodevice.cpp Change 3607734 by Lina.Halper LOD linking to curve - consolidated to one param - curve eval option - for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :( - fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap - flipped meaning to align with bAllowCurveEvaluation - also fixed issue with orion cooking - where transform curves are added as normal curves #jira: UE-37996, UE-48782 Change 3607859 by Martin.Wilson Missed files from live link editor checkin Change 3607958 by Martin.Wilson Redo Jurre's changes from CL 3607229 (were removed by CL 3607734) Change 3608566 by Ethan.Geller change include to avoid header conflicts on Linux Change 3609074 by Ethan.Geller Take 2: Fix capitalization on include, fix Linux build. Change 3610024 by Lina.Halper Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene - we used to load advanced preview setting by persona module - this has been moved to persona tool kit, and now all other modules are crashing - If we want to do it for tool kit, we have to make sure all other editor's loading should change also. #jira: UE-48809 Change 3610081 by Jurre.deBaare Animations can't be set on blend samples from the dropdown #fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains #jira UE-48746 Change 3610088 by Jurre.deBaare Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace #fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead #misc found out of sync widget values due to incorrect encapsulation inside of lambdas #jira UE-48741 Change 3610862 by Ethan.Geller Fix submix effects for situations where number of input channels does not equal output channels Change 3611346 by Aaron.McLeran Using audio thread platform affinity mask for audio render thread. Change 3613297 by Ethan.Geller Simple delay submix Change 3614435 by Martin.Wilson CIS fix Change 3614482 by Martin.Wilson Store root motion on anim instance instead of proxy to avoid thread safety stalls #jira UE-46896 Change 3614483 by Martin.Wilson Evaluate curves in anim offsets #jira UE-47119 Change 3614495 by Jurre.deBaare Reimport alembic file with new source option does not automatically tick any tracks #fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either) #jira UE-46141 Change 3614645 by Thomas.Sarkanen Fixed physics assets not simulating when BlockAll was globally overridden Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT #jira UE-48591 - Physics assets not simulating correctly in Orion Change 3614683 by Lina.Halper Fixed crash when modifying default physicsasset #jira: UE-48844 Change 3614721 by Jurre.deBaare Vertex painting on skeletal meshes bound by physics asset #fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies #jira UE-48004 Change 3614730 by Thomas.Sarkanen Fixed crash when regenerating multi convex hulls from zero-vert bones We handled this in the single convex hull case, but multi did not. #jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body Change 3614763 by Jurre.deBaare Moving over: HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor #jira UE-48249 #fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh Change 3615029 by Lina.Halper Fix issue with highlight #jira: UE-48855 Change 3617593 by Thomas.Sarkanen Fixed crash when regenerating large amounts of bodies We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems #jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies Change 3617609 by Jonathan.Poncelet Fixed crash that could occur when opening a physics asset and deleting bones. #jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it Change 3617723 by Thomas.Sarkanen Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting. Moved AddToRoot pattern used for anim preview scene to FGCObject #jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794] #jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed Change 3617818 by Benn.Gallagher Final v1 UX changes for clothing tool, and removed experimental flag Change 3617937 by Jurre.deBaare Default bounds for Alembic skel-mesh are too large #fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds #jira UE-47139 Change 3618187 by Ethan.Geller Implement Audiomixer in HTML5 Change 3618188 by Lina.Halper Fix issue with highlight in persona #jira: UE-49020 Change 3618229 by Lina.Halper Fix crash on exit when modify is causing it to serialize again in the middle of tear down #jira: UE-48025 Change 3618248 by Lina.Halper fix issue by workaround where clamp is not happening with allowspin is false #jira: UE-47001 Change 3618289 by Aaron.McLeran Removing audio format types we're not using for simplicity Change 3618291 by Martin.Wilson Fix duplicate of curve name appearing in list when renaming #jira UE-49041 Change 3618390 by Aaron.McLeran Removing a case for DTYPE_Xenon since this is never used. Change 3618425 by Martin.Wilson Keep notify UI up to data across multiple editors when adding notifies to an animation #jira UE-48104 Change 3619023 by Aaron.McLeran Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used Change 3619129 by Aaron.McLeran Source bus feature. - New architectural feature for audio mixer that allows audio sources to route to other audio sources. - Buses can be routed to each other - Buses have a duration which can be set in bus asset - Buses can choose between mono and stereo channels - Sources can send to buses and also toggle to *only* output to buses (and bypass submixing) - Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc. - Some engine changes and optimizations: - Format conversion to float is done in async workers for decode vs the render callback - Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer) - Apply master attenuation at the final output vs per-source - Fixed code that performs fade in/fade out for smooth startup and shutdown. - Moved FSourceParam to FParam into DSP utility so others can use it. - Some engine fixes: - Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc. - Fixed an issue with pause - Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties - Fixed an issue with WorldID not getting set for listeners TODO: - fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses Change 3619159 by Ethan.Geller #jira UE-48950 fix steam audio crash on editor exit Change 3619555 by Jonathan.Poncelet Fixed constraint debug drawing arrows in the physics asset editor being too large. #jira UE-48863 Limited constraints and free constraints are much larger on screen Change 3619574 by Thomas.Sarkanen Fixed debug link for animation blueprints not persisting when changing preview mesh Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes. #jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session Change 3619586 by Thomas.Sarkanen Fixed physics asset shortcut not working correctly in certain circumstances FBox was using uninitialized memory #jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body Change 3619640 by Thomas.Sarkanen Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically). #jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar Change 3619644 by James.Golding Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances) #jira UE-47652 Change 3619654 by Martin.Wilson Fix removing a curve when it isn't used on any animations #jira UE-49048 Change 3619771 by Thomas.Sarkanen Make sure the physics asset editor floor has collision, regardless of what BlockAll does #jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config Change 3619803 by Jonathan.Poncelet Fixed localization warnings caused by duplicate keys. #jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings Change 3619813 by Jurre.deBaare Baked bones using a pose animation are rotated in the wrong direction #fix root bone transform wasn't being taken into account while generating final bone transforms #misc added debug logging for future work #jira UE-47362 Change 3619830 by Jurre.deBaare Biased Texture Size option is not functioning when Merging Actors #fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow #misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake #jira UE-48108 Change 3619859 by Thomas.Sarkanen Fixed HLOD selection sphere persisting on undo/redo Removed HLOD selection actors when the outliner is refreshed #jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement. Change 3619871 by Martin.Wilson Calculate root motion over the correct segment times, not the track times #jira UE-43719 Change 3619898 by Thomas.Sarkanen Improve UI feedback around bounds/in-game bounds in animation editor viewports Tooltip for in-game bounds is now more detailed In-game bounds cannot be selected if bounds is not also selected #jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing Change 3619908 by Thomas.Sarkanen Fixed tooltip for PhysicsType #jira UE-48421 - Incorrect tooltip for Physics Type Change 3620014 by Jurre.deBaare Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements #fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<> #misc Also added more delegates to ensure the restriction is up to date #jira UE-46980 Change 3620104 by Jurre.deBaare HLOD doesn't support renaming in levels #fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer #jira UE-48072 Change 3620151 by Thomas.Sarkanen Undo/redo now correctly affects animation preview scene settings Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc #jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI Change 3620152 by Thomas.Sarkanen Exposed LOD menu in PhAT This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior. #jira UE-47970 - LODs not working in Physics Asset Editor Change 3620177 by Benn.Gallagher PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz) Change 3620250 by Jurre.deBaare HLOD assets left in HLOD folder when clusters are deleted #fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed #jira UE-47450 Change 3620273 by James.Golding PR #3908: Removing duplicated forward declation (Contributed by celsodantas) #jira UE-48530 Change 3620274 by James.Golding PR #3909: Removing unnecessary conditional (Contributed by celsodantas) #jira UE-48531 Change 3620275 by James.Golding Add icon for destruction plugin Change 3620401 by Ethan.Geller #jira UE-47684 Remove SDL dependencies from Win64 Change 3620586 by Jurre.deBaare Linux CIS fix Change 3620660 by Martin.Wilson Fixes for state machines getting reinitialized in situations that users don't want them to. -Added option to state machine to allow it to skip reinitialization when it becomes relevant -Added option to slot nodes to keep source pose relevant while montage slot is playing. #jira UE-43578 Change 3620665 by Aaron.McLeran Making source buses only show relevant source bus data. - hiding sound wave categories that aren't relevant to source buses Change 3621087 by Ethan.Geller #jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled. Change 3621144 by Aaron.McLeran #jira UE-49147 #jira UE-49145 Fixing concurrency and volume stats Change 3621148 by Aaron.McLeran Fixing typo Change 3621180 by Ethan.Geller #jira UE-49151 Fix for browser preview on bus only sounds Change 3621421 by Ethan.Geller #jira UE-49165 Fix real time audio slider. Change 3621604 by Ethan.Geller #jira UE-44847 fix iOS panning algorithm on non-audio mixer Change 3621626 by Lina.Halper Fix issue with anim montage displaying when selecting animation #jira: UE-48749 Change 3621813 by Thomas.Sarkanen Fixing undo/redo of bone modifications in Physics Asset Editor (and others) Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique. Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again) We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway). #jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work Change 3621831 by Jurre.deBaare Crash fix for Material baking when trying to analyse a MP_MAX material property #jira UE-49172 Change 3621936 by Thomas.Sarkanen Fixed CIS error from merge Change 3621937 by Thomas.Sarkanen Fix merge issue with API change in USynthComponent Change 3622173 by Thomas.Sarkanen Fixed ortho viewports being bright white in sub-editors Preview scenes in general are responsible by default for the background color. Advanced preview scenes now use background color from settings. Previously only te animation editors did this. #jira UE-48841 - The background of the orthographic viewports is bright white Change 3622730 by Ethan.Geller #jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran Change 3622759 by Ethan.Geller #jira 49170 reduce static analysis warnings for audiodevice.cpp Change 3622901 by Benn.Gallagher Bumped PhysX DDC key after change in Orion caused verify failures Change 3623458 by Aaron.McLeran #jira UE-49204 Delores monologue cut short in Odin elevator Change 3623667 by Aaron.McLeran #jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator Change 3623752 by Aaron.McLeran #jira UE-49247 Sound Source Bus Properties Are Inappropriate Fixing issues with new source bus uobject so properties show up appropriately. Change 3624058 by Ben.Marsh Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests. Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path. Change 3624193 by Ethan.Geller #jira UE-49170 Static analysis fix, take 2 Change 3354003 by Thomas.Sarkanen Back out changelist 3353914 Change 3355932 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839 Change 3477632 by Jurre.deBaare Automated test content and ground truths for Actor Merging and Material baking functionality Change 3491464 by Jurre.deBaare Updated automation content for MergeActor behaviour Change 3587878 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489 Change 3597452 by Ethan.Geller #jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin. Change 3602935 by Lina.Halper Allow curve evaluation to be controlled by users #jira: UE-46446 Change 3606120 by Ethan.Geller Move Tap Delay Submix to Synthesis library, modify tap delay API Change 3621830 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691 Change 3622807 by Ethan.Geller #jira UE-49201 Fixing volume issues Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains. [CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
{
if (!UToolMenus::Get()->IsMenuRegistered(BaseMenuName))
{
UToolMenu* Menu = UToolMenus::Get()->RegisterMenu(BaseMenuName);
Menu->AddDynamicSection("BaseSection", FNewToolMenuDelegate::CreateLambda([](UToolMenu* InMenu)
{
if (UEditorViewportViewMenuContext* Context = InMenu->FindContext<UEditorViewportViewMenuContext>())
{
Context->EditorViewportViewMenu.Pin()->FillViewMenu(InMenu);
}
}));
}
}
TSharedRef<SWidget> SEditorViewportViewMenu::GenerateViewMenuContent() const
{
RegisterMenus();
UEditorViewportViewMenuContext* ContextObject = NewObject<UEditorViewportViewMenuContext>();
ContextObject->EditorViewportViewMenu = SharedThis(this);
FToolMenuContext MenuContext(Viewport.Pin()->GetCommandList(), MenuExtenders, ContextObject);
return UToolMenus::Get()->GenerateWidget(MenuName, MenuContext);
}
void SEditorViewportViewMenu::FillViewMenu(UToolMenu* Menu) const
{
const FEditorViewportCommands& BaseViewportActions = FEditorViewportCommands::Get();
{
// View modes
{
FToolMenuSection& Section = Menu->AddSection("ViewMode", LOCTEXT("ViewModeHeader", "View Mode"));
{
Section.AddMenuEntry(BaseViewportActions.LitMode, UViewModeUtils::GetViewModeDisplayName(VMI_Lit));
Section.AddMenuEntry(BaseViewportActions.UnlitMode, UViewModeUtils::GetViewModeDisplayName(VMI_Unlit));
Section.AddMenuEntry(BaseViewportActions.WireframeMode, UViewModeUtils::GetViewModeDisplayName(VMI_BrushWireframe));
Section.AddMenuEntry(BaseViewportActions.DetailLightingMode, UViewModeUtils::GetViewModeDisplayName(VMI_Lit_DetailLighting));
Section.AddMenuEntry(BaseViewportActions.LightingOnlyMode, UViewModeUtils::GetViewModeDisplayName(VMI_LightingOnly));
Section.AddMenuEntry(BaseViewportActions.ReflectionOverrideMode, UViewModeUtils::GetViewModeDisplayName(VMI_ReflectionOverride));
Section.AddMenuEntry(BaseViewportActions.CollisionPawn, UViewModeUtils::GetViewModeDisplayName(VMI_CollisionPawn));
Section.AddMenuEntry(BaseViewportActions.CollisionVisibility, UViewModeUtils::GetViewModeDisplayName(VMI_CollisionVisibility));
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
#if RHI_RAYTRACING
if (IsRayTracingEnabled())
{
static auto PathTracingCvar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.PathTracing"));
if (PathTracingCvar && PathTracingCvar->GetValueOnAnyThread() != 0)
{
Section.AddMenuEntry(BaseViewportActions.PathTracingMode, UViewModeUtils::GetViewModeDisplayName(VMI_PathTracing));
}
}
#endif
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
// Optimization
{
struct Local
{
static void BuildOptimizationMenu( UToolMenu* Menu, TWeakPtr< SViewportToolBar > InParentToolBar )
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
{
const FEditorViewportCommands& BaseViewportCommands = FEditorViewportCommands::Get();
Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2917472 on 2016/03/21 by Rolando.Caloca DR - Fix SCW directcompile arguments, add -pipeline Change 2919580 on 2016/03/23 by Rolando.Caloca DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't) Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug) #jira OR-15380 #tests Run game with sparrow, test with slomo to check for gfx glitches Change 2919660 on 2016/03/23 by Rolando.Caloca DR - Latest vk changes (from dev mobile's 2916881 to 2919157) Change 2919902 on 2016/03/23 by Rolando.Caloca DR - Fix skeletal meshes decrementing stats twice #codereview Marcus.Wassmer #jira UE-28478 Change 2920020 on 2016/03/23 by David.Hill #Jira UE-28503 EyeAdapation when used in material shader may not be initialized. #rb olaf.piesche Change 2920071 on 2016/03/23 by Rolando.Caloca DR - Remove old vk define - Started moving around direct calls to queue submit Change 2920252 on 2016/03/23 by Rolando.Caloca DR - Changes vk structs to classes Change 2920314 on 2016/03/23 by Olaf.Piesche Add -windowed to standalone game PIE command line to avoid PIE launching in full screen #jira UE-27870 #codereview michael.trepka Change 2920745 on 2016/03/24 by Uriel.Doyon Texture streaming build now takes into account the material texcoord scales applied to the texture sampling. Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently). TexCoord analysis debug view shaders is now working with SM4 ane SM5. StaticMeshComponents hold persistent data coming from the texture streaming build. #tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps #codereview marcus.wassmer Change 2921335 on 2016/03/24 by Uriel.Doyon Added missing static keyword for locally defined console variable. #codereview rolando.caloca Change 2921416 on 2016/03/24 by Uriel.Doyon Revert enabling debugview shaders on non PC platforms (until properly tested and debugged) Change 2921446 on 2016/03/24 by Daniel.Wright Planar reflection mesh Change 2921530 on 2016/03/24 by Daniel.Wright Manual revert of Ronin planar reflections #codereview Ryan.Vance Change 2921608 on 2016/03/24 by Uriel.Doyon Updated texture streamer to take into account the new HLOD texture group. Change 2921677 on 2016/03/24 by Daniel.Wright Distance Field Specular Occlusion * Prototype - disabled by default Change 2921681 on 2016/03/24 by Daniel.Wright UnmappedTexelsPercentage is now 100 based Change 2921682 on 2016/03/24 by Daniel.Wright Planar reflections * New actor and component * The scene is rendered to texture with a mirrored camera and a clip plane each frame * The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades * Translucent materials apply the nearest reflection plane in the base pass * Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4 * Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer * Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage Change 2921734 on 2016/03/24 by Uriel.Doyon Fixed tessellated cube having wrong UVs #jira UE-28379 Change 2922063 on 2016/03/24 by Daniel.Wright Removed planar reflection debug code Change 2922428 on 2016/03/25 by Chris.Bunner Delete FShaderPipeline objects when clearing TMaterialShaderMaps. #rb Rolando.Caloca #jira UE-28621 Change 2922803 on 2016/03/25 by Rolando.Caloca DR - New cmd buffer management (disabled) - Move cmd buffer out of pending state and into context - Do not hardcode # cmd buffers - Move back buffer image mgmt into swapchain - Fixed some image layout transition bugs Change 2923056 on 2016/03/25 by Rolando.Caloca DR - Initial fix for canvas locking inside a render pass [CL 2932649 by Gil Gribb in Main branch]
2016-04-04 18:44:59 -04:00
UWorld* World = GWorld;
const ERHIFeatureLevel::Type FeatureLevel = (IsInGameThread() && World) ? (ERHIFeatureLevel::Type)World->FeatureLevel : GMaxRHIFeatureLevel;
Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2917472 on 2016/03/21 by Rolando.Caloca DR - Fix SCW directcompile arguments, add -pipeline Change 2919580 on 2016/03/23 by Rolando.Caloca DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't) Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug) #jira OR-15380 #tests Run game with sparrow, test with slomo to check for gfx glitches Change 2919660 on 2016/03/23 by Rolando.Caloca DR - Latest vk changes (from dev mobile's 2916881 to 2919157) Change 2919902 on 2016/03/23 by Rolando.Caloca DR - Fix skeletal meshes decrementing stats twice #codereview Marcus.Wassmer #jira UE-28478 Change 2920020 on 2016/03/23 by David.Hill #Jira UE-28503 EyeAdapation when used in material shader may not be initialized. #rb olaf.piesche Change 2920071 on 2016/03/23 by Rolando.Caloca DR - Remove old vk define - Started moving around direct calls to queue submit Change 2920252 on 2016/03/23 by Rolando.Caloca DR - Changes vk structs to classes Change 2920314 on 2016/03/23 by Olaf.Piesche Add -windowed to standalone game PIE command line to avoid PIE launching in full screen #jira UE-27870 #codereview michael.trepka Change 2920745 on 2016/03/24 by Uriel.Doyon Texture streaming build now takes into account the material texcoord scales applied to the texture sampling. Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently). TexCoord analysis debug view shaders is now working with SM4 ane SM5. StaticMeshComponents hold persistent data coming from the texture streaming build. #tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps #codereview marcus.wassmer Change 2921335 on 2016/03/24 by Uriel.Doyon Added missing static keyword for locally defined console variable. #codereview rolando.caloca Change 2921416 on 2016/03/24 by Uriel.Doyon Revert enabling debugview shaders on non PC platforms (until properly tested and debugged) Change 2921446 on 2016/03/24 by Daniel.Wright Planar reflection mesh Change 2921530 on 2016/03/24 by Daniel.Wright Manual revert of Ronin planar reflections #codereview Ryan.Vance Change 2921608 on 2016/03/24 by Uriel.Doyon Updated texture streamer to take into account the new HLOD texture group. Change 2921677 on 2016/03/24 by Daniel.Wright Distance Field Specular Occlusion * Prototype - disabled by default Change 2921681 on 2016/03/24 by Daniel.Wright UnmappedTexelsPercentage is now 100 based Change 2921682 on 2016/03/24 by Daniel.Wright Planar reflections * New actor and component * The scene is rendered to texture with a mirrored camera and a clip plane each frame * The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades * Translucent materials apply the nearest reflection plane in the base pass * Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4 * Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer * Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage Change 2921734 on 2016/03/24 by Uriel.Doyon Fixed tessellated cube having wrong UVs #jira UE-28379 Change 2922063 on 2016/03/24 by Daniel.Wright Removed planar reflection debug code Change 2922428 on 2016/03/25 by Chris.Bunner Delete FShaderPipeline objects when clearing TMaterialShaderMaps. #rb Rolando.Caloca #jira UE-28621 Change 2922803 on 2016/03/25 by Rolando.Caloca DR - New cmd buffer management (disabled) - Move cmd buffer out of pending state and into context - Do not hardcode # cmd buffers - Move back buffer image mgmt into swapchain - Fixed some image layout transition bugs Change 2923056 on 2016/03/25 by Rolando.Caloca DR - Initial fix for canvas locking inside a render pass [CL 2932649 by Gil Gribb in Main branch]
2016-04-04 18:44:59 -04:00
{
FToolMenuSection& Section = Menu->AddSection("OptimizationViewmodes", LOCTEXT("OptimizationSubMenuHeader", "Optimization Viewmodes"));
if (FeatureLevel >= ERHIFeatureLevel::SM5)
{
Section.AddMenuEntry(BaseViewportCommands.LightComplexityMode, UViewModeUtils::GetViewModeDisplayName(VMI_LightComplexity));
if (IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"))->GetValueOnAnyThread() != 0)
{
Section.AddMenuEntry(BaseViewportCommands.LightmapDensityMode, UViewModeUtils::GetViewModeDisplayName(VMI_LightmapDensity));
}
Section.AddMenuEntry(BaseViewportCommands.StationaryLightOverlapMode, UViewModeUtils::GetViewModeDisplayName(VMI_StationaryLightOverlap));
}
Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2917472 on 2016/03/21 by Rolando.Caloca DR - Fix SCW directcompile arguments, add -pipeline Change 2919580 on 2016/03/23 by Rolando.Caloca DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't) Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug) #jira OR-15380 #tests Run game with sparrow, test with slomo to check for gfx glitches Change 2919660 on 2016/03/23 by Rolando.Caloca DR - Latest vk changes (from dev mobile's 2916881 to 2919157) Change 2919902 on 2016/03/23 by Rolando.Caloca DR - Fix skeletal meshes decrementing stats twice #codereview Marcus.Wassmer #jira UE-28478 Change 2920020 on 2016/03/23 by David.Hill #Jira UE-28503 EyeAdapation when used in material shader may not be initialized. #rb olaf.piesche Change 2920071 on 2016/03/23 by Rolando.Caloca DR - Remove old vk define - Started moving around direct calls to queue submit Change 2920252 on 2016/03/23 by Rolando.Caloca DR - Changes vk structs to classes Change 2920314 on 2016/03/23 by Olaf.Piesche Add -windowed to standalone game PIE command line to avoid PIE launching in full screen #jira UE-27870 #codereview michael.trepka Change 2920745 on 2016/03/24 by Uriel.Doyon Texture streaming build now takes into account the material texcoord scales applied to the texture sampling. Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently). TexCoord analysis debug view shaders is now working with SM4 ane SM5. StaticMeshComponents hold persistent data coming from the texture streaming build. #tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps #codereview marcus.wassmer Change 2921335 on 2016/03/24 by Uriel.Doyon Added missing static keyword for locally defined console variable. #codereview rolando.caloca Change 2921416 on 2016/03/24 by Uriel.Doyon Revert enabling debugview shaders on non PC platforms (until properly tested and debugged) Change 2921446 on 2016/03/24 by Daniel.Wright Planar reflection mesh Change 2921530 on 2016/03/24 by Daniel.Wright Manual revert of Ronin planar reflections #codereview Ryan.Vance Change 2921608 on 2016/03/24 by Uriel.Doyon Updated texture streamer to take into account the new HLOD texture group. Change 2921677 on 2016/03/24 by Daniel.Wright Distance Field Specular Occlusion * Prototype - disabled by default Change 2921681 on 2016/03/24 by Daniel.Wright UnmappedTexelsPercentage is now 100 based Change 2921682 on 2016/03/24 by Daniel.Wright Planar reflections * New actor and component * The scene is rendered to texture with a mirrored camera and a clip plane each frame * The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades * Translucent materials apply the nearest reflection plane in the base pass * Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4 * Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer * Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage Change 2921734 on 2016/03/24 by Uriel.Doyon Fixed tessellated cube having wrong UVs #jira UE-28379 Change 2922063 on 2016/03/24 by Daniel.Wright Removed planar reflection debug code Change 2922428 on 2016/03/25 by Chris.Bunner Delete FShaderPipeline objects when clearing TMaterialShaderMaps. #rb Rolando.Caloca #jira UE-28621 Change 2922803 on 2016/03/25 by Rolando.Caloca DR - New cmd buffer management (disabled) - Move cmd buffer out of pending state and into context - Do not hardcode # cmd buffers - Move back buffer image mgmt into swapchain - Fixed some image layout transition bugs Change 2923056 on 2016/03/25 by Rolando.Caloca DR - Initial fix for canvas locking inside a render pass [CL 2932649 by Gil Gribb in Main branch]
2016-04-04 18:44:59 -04:00
Section.AddMenuEntry(BaseViewportCommands.ShaderComplexityMode, UViewModeUtils::GetViewModeDisplayName(VMI_ShaderComplexity));
if (AllowDebugViewShaderMode(DVSM_ShaderComplexityContainedQuadOverhead, GMaxRHIShaderPlatform, FeatureLevel))
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3759273) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3722141 by Aaron.McLeran #jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager. - Will allow for sequencer recorder to record multiple audio streams, one for each actor Change 3726096 by Ori.Cohen Fixed welded bodies with negative scale not using the mirrored convex hull #jira UE-51647 Change 3726233 by Ori.Cohen Make sure RT doesn't try to create a physics mesh when debug drawing #jira UE-51721 Change 3726254 by Aaron.McLeran Fixing typo in GetCustomSpatializationSettingsClass interface Change 3728295 by Ori.Cohen Fix incorrect lock upgrading Change 3728516 by Benn.Gallagher Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints. #jira UE-51414 Change 3728522 by Benn.Gallagher Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes. #jira UE-50087 Change 3728853 by Benn.Gallagher [NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat. Change 3729031 by Ethan.Geller #jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation. Change 3729910 by Benn.Gallagher Fix for crashes editing destructible meshes caused by stale render data Change 3729921 by James.Golding - Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead - Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets - Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well - Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors - Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors - Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh - Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport #jira UEAP-167 Change 3730054 by Martin.Wilson Live Link: Add ability for sources to define their own settings Change 3730134 by Jurre.deBaare Editor crashes when opening animcompression setting on an alembic file #jira UE-51840 #fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import #misc cleaned up comment Change 3730428 by Thomas.Sarkanen Fix copy/paste in the physics asset editor When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations. Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling. Also allow multi-paste of constraints/bodies. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730464 by Thomas.Sarkanen Fixed copy/paste not working when the skeleton tree has focus The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730511 by Jurre.deBaare Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313] #jira UE-48988 Change 3730685 by Benn.Gallagher Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered. #jira UE-51508 Change 3731560 by Aaron.McLeran Removing gaurd on spatialization plugin settings and renaming enumerations Change 3731714 by Ori.Cohen Added the ability to profile scene query hitches. Change 3731725 by Ori.Cohen Change scene query hitch threshold to 50us by default Change 3731770 by Ethan.Geller Fix signed/unsigned comparison. Change 3731777 by Ethan.Geller Suppress static analysis warning. Change 3732145 by Thomas.Sarkanen [Duplicated from 4.18.1] Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB Also fixed a selection issue that was exposed when this crash was fixed, #jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate Change 3732176 by Thomas.Sarkanen Fixed hang when selecting all bodies or constraints in a physics asset Implements a better fix for CL 3721129 #jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset Change 3732177 by Thomas.Sarkanen Fix crash when pasting properties in Physics Asset Editor Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range. #jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies Change 3732492 by Martin.Wilson Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging #Jira UE-51794 Change 3732672 by Thomas.Sarkanen Refactor view menus in animation editors Moves show menu and buffer visualizations into a new CommonMenuExtensions module. Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name. All character-specific stuff is now in a "Character" menu. Original changes by Jonathan.Poncelet #jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports Change 3732860 by Thomas.Sarkanen Fix CIS errors/warnings Change 3732877 by Thomas.Sarkanen Fix missing Physics menu Merge error on my part Change 3733113 by Ori.Cohen Fix CIS Change 3734859 by Thomas.Sarkanen Fix crash when opening a physics asset that uses a preview mesh with no skeleton #jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81] Change 3736693 by Ethan.Geller Added ability for submixes to define their own channel format. Written by aaron.mcleran Change 3737943 by James.Golding Fix crash when right-clicking during section selection in skel mesh tools #jira UE-51873 Change 3738337 by Benn.Gallagher Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices. #jira UE-51921 Change 3738404 by Lina.Halper Add comment for bImportBoneTrack option in FBX importer Change 3738816 by Benn.Gallagher Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren) Change 3738960 by Ethan.Geller Fix Linux compiler errors for implicit enum casting Change 3739214 by Lina.Halper - Removed unnecessary Initialize - Make sure invalidate the other part if not used (socket->bone or bone->socket) #jira: UE-51931 Change 3739215 by Lina.Halper compile error - added one more ) when pasted to the other line Change 3739442 by Lina.Halper pose asset crash when skeleton changes #jira: UE-52036 Change 3739795 by Ethan.Geller fix linux build with implicit enum class casts, pt 2 Change 3740553 by James.Golding Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint #jira UE-47566 Change 3740560 by James.Golding - Don't rebuild render data on SkeletalMesh interactive property changes - Remove unnecessary render resource release in SkeletalMesh PreEditChange #jira UE-51652 Change 3740562 by James.Golding Extensibility improvements to PhysicsAssets (from NVIDIA) Change 3740563 by James.Golding PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster) #jira UE-50546 Change 3740564 by James.Golding PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc) #jira UE-51761 Change 3740587 by Benn.Gallagher CIS fixes for non-cloth platforms and initialization order fix Change 3740658 by Thomas.Sarkanen Update cloth appropriately in the physics asset editor When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation. Reset simulation when making more 'major' potential changes (adding/removing collision etc.) Optionally reset cloth when simulation starts/stops in the physics asset editor #jira UE-50949 - Phat Editor with cloth collisions #jira UE-48779 - Ability to reset clothing during physics simulation #jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth Change 3743354 by Benn.Gallagher CIS Fix Change 3743419 by Thomas.Sarkanen Preview buttons are now present where applicable Preview mesh button reordered to be consistent with other anim editors. Preview animation re-instated where applicable. Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout #jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons Change 3743529 by Thomas.Sarkanen Moved constraint and physical anim profile indicators to the top of the details panel Indicators now show assignment status. #jira UE-50895 - Constraint Profiles requests Change 3743604 by Jurre.deBaare Duplicating from 4.18.1: [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951] #fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well #jira UE-51917 Change 3743757 by Lina.Halper Adding more ensure to detect NaN Change 3743791 by Ori.Cohen Fix CIS and stack size issues Change 3744008 by Benn.Gallagher Gravity override support for clothing interactor. #jira UE-51014 Change 3744439 by Michael.Karambelas Updating and investigating CableActor automation tests Change 3744566 by Martin.Wilson Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded. #jira UE-49335 Change 3745963 by Martin.Wilson Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time #Jira UE-52044 Change 3748585 by Aaron.McLeran Fixing crash when loading editor with synth components. Change 3749071 by Aaron.McLeran Fixing ambisonics submix format Change 3749969 by Danny.Bouimad Updating TM-AnimPhys to be more performant on Switch Change 3750103 by Danny.Bouimad Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052) Change 3754465 by Ethan.Geller Fixing panning in audio mixer after submix format feature Change 3755637 by Lina.Halper Back out changelist 3739214 - still add back invalidation #jira: UE-52159 Change 3756385 by Lina.Halper - Adding ground truth for the cable component test map - Disabled first test as it has BP none access warning #jira: UE-52370 Change 3756707 by Ethan.Geller fix potential mem leak in mixer source Change 3757148 by Aaron.McLeran Fixing surround sound bugs due to recent changes to submix format. Change 3757583 by Aaron.McLeran Fix cook with synth component Change 3758477 by Danny.Bouimad Fixing Disabled cable actor test, checking in screenshots for a disabled test. Change 3758873 by Ethan.Geller #jira UE-52389 Remove assert on getting a hash for a unique net id. [CL 3759284 by Marc Audy in Main branch]
2017-11-15 16:13:28 -05:00
{
Section.AddMenuEntry(BaseViewportCommands.ShaderComplexityWithQuadOverdrawMode, UViewModeUtils::GetViewModeDisplayName(VMI_ShaderComplexityWithQuadOverdraw));
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3759273) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3722141 by Aaron.McLeran #jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager. - Will allow for sequencer recorder to record multiple audio streams, one for each actor Change 3726096 by Ori.Cohen Fixed welded bodies with negative scale not using the mirrored convex hull #jira UE-51647 Change 3726233 by Ori.Cohen Make sure RT doesn't try to create a physics mesh when debug drawing #jira UE-51721 Change 3726254 by Aaron.McLeran Fixing typo in GetCustomSpatializationSettingsClass interface Change 3728295 by Ori.Cohen Fix incorrect lock upgrading Change 3728516 by Benn.Gallagher Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints. #jira UE-51414 Change 3728522 by Benn.Gallagher Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes. #jira UE-50087 Change 3728853 by Benn.Gallagher [NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat. Change 3729031 by Ethan.Geller #jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation. Change 3729910 by Benn.Gallagher Fix for crashes editing destructible meshes caused by stale render data Change 3729921 by James.Golding - Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead - Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets - Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well - Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors - Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors - Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh - Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport #jira UEAP-167 Change 3730054 by Martin.Wilson Live Link: Add ability for sources to define their own settings Change 3730134 by Jurre.deBaare Editor crashes when opening animcompression setting on an alembic file #jira UE-51840 #fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import #misc cleaned up comment Change 3730428 by Thomas.Sarkanen Fix copy/paste in the physics asset editor When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations. Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling. Also allow multi-paste of constraints/bodies. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730464 by Thomas.Sarkanen Fixed copy/paste not working when the skeleton tree has focus The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730511 by Jurre.deBaare Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313] #jira UE-48988 Change 3730685 by Benn.Gallagher Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered. #jira UE-51508 Change 3731560 by Aaron.McLeran Removing gaurd on spatialization plugin settings and renaming enumerations Change 3731714 by Ori.Cohen Added the ability to profile scene query hitches. Change 3731725 by Ori.Cohen Change scene query hitch threshold to 50us by default Change 3731770 by Ethan.Geller Fix signed/unsigned comparison. Change 3731777 by Ethan.Geller Suppress static analysis warning. Change 3732145 by Thomas.Sarkanen [Duplicated from 4.18.1] Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB Also fixed a selection issue that was exposed when this crash was fixed, #jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate Change 3732176 by Thomas.Sarkanen Fixed hang when selecting all bodies or constraints in a physics asset Implements a better fix for CL 3721129 #jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset Change 3732177 by Thomas.Sarkanen Fix crash when pasting properties in Physics Asset Editor Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range. #jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies Change 3732492 by Martin.Wilson Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging #Jira UE-51794 Change 3732672 by Thomas.Sarkanen Refactor view menus in animation editors Moves show menu and buffer visualizations into a new CommonMenuExtensions module. Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name. All character-specific stuff is now in a "Character" menu. Original changes by Jonathan.Poncelet #jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports Change 3732860 by Thomas.Sarkanen Fix CIS errors/warnings Change 3732877 by Thomas.Sarkanen Fix missing Physics menu Merge error on my part Change 3733113 by Ori.Cohen Fix CIS Change 3734859 by Thomas.Sarkanen Fix crash when opening a physics asset that uses a preview mesh with no skeleton #jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81] Change 3736693 by Ethan.Geller Added ability for submixes to define their own channel format. Written by aaron.mcleran Change 3737943 by James.Golding Fix crash when right-clicking during section selection in skel mesh tools #jira UE-51873 Change 3738337 by Benn.Gallagher Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices. #jira UE-51921 Change 3738404 by Lina.Halper Add comment for bImportBoneTrack option in FBX importer Change 3738816 by Benn.Gallagher Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren) Change 3738960 by Ethan.Geller Fix Linux compiler errors for implicit enum casting Change 3739214 by Lina.Halper - Removed unnecessary Initialize - Make sure invalidate the other part if not used (socket->bone or bone->socket) #jira: UE-51931 Change 3739215 by Lina.Halper compile error - added one more ) when pasted to the other line Change 3739442 by Lina.Halper pose asset crash when skeleton changes #jira: UE-52036 Change 3739795 by Ethan.Geller fix linux build with implicit enum class casts, pt 2 Change 3740553 by James.Golding Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint #jira UE-47566 Change 3740560 by James.Golding - Don't rebuild render data on SkeletalMesh interactive property changes - Remove unnecessary render resource release in SkeletalMesh PreEditChange #jira UE-51652 Change 3740562 by James.Golding Extensibility improvements to PhysicsAssets (from NVIDIA) Change 3740563 by James.Golding PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster) #jira UE-50546 Change 3740564 by James.Golding PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc) #jira UE-51761 Change 3740587 by Benn.Gallagher CIS fixes for non-cloth platforms and initialization order fix Change 3740658 by Thomas.Sarkanen Update cloth appropriately in the physics asset editor When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation. Reset simulation when making more 'major' potential changes (adding/removing collision etc.) Optionally reset cloth when simulation starts/stops in the physics asset editor #jira UE-50949 - Phat Editor with cloth collisions #jira UE-48779 - Ability to reset clothing during physics simulation #jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth Change 3743354 by Benn.Gallagher CIS Fix Change 3743419 by Thomas.Sarkanen Preview buttons are now present where applicable Preview mesh button reordered to be consistent with other anim editors. Preview animation re-instated where applicable. Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout #jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons Change 3743529 by Thomas.Sarkanen Moved constraint and physical anim profile indicators to the top of the details panel Indicators now show assignment status. #jira UE-50895 - Constraint Profiles requests Change 3743604 by Jurre.deBaare Duplicating from 4.18.1: [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951] #fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well #jira UE-51917 Change 3743757 by Lina.Halper Adding more ensure to detect NaN Change 3743791 by Ori.Cohen Fix CIS and stack size issues Change 3744008 by Benn.Gallagher Gravity override support for clothing interactor. #jira UE-51014 Change 3744439 by Michael.Karambelas Updating and investigating CableActor automation tests Change 3744566 by Martin.Wilson Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded. #jira UE-49335 Change 3745963 by Martin.Wilson Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time #Jira UE-52044 Change 3748585 by Aaron.McLeran Fixing crash when loading editor with synth components. Change 3749071 by Aaron.McLeran Fixing ambisonics submix format Change 3749969 by Danny.Bouimad Updating TM-AnimPhys to be more performant on Switch Change 3750103 by Danny.Bouimad Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052) Change 3754465 by Ethan.Geller Fixing panning in audio mixer after submix format feature Change 3755637 by Lina.Halper Back out changelist 3739214 - still add back invalidation #jira: UE-52159 Change 3756385 by Lina.Halper - Adding ground truth for the cable component test map - Disabled first test as it has BP none access warning #jira: UE-52370 Change 3756707 by Ethan.Geller fix potential mem leak in mixer source Change 3757148 by Aaron.McLeran Fixing surround sound bugs due to recent changes to submix format. Change 3757583 by Aaron.McLeran Fix cook with synth component Change 3758477 by Danny.Bouimad Fixing Disabled cable actor test, checking in screenshots for a disabled test. Change 3758873 by Ethan.Geller #jira UE-52389 Remove assert on getting a hash for a unique net id. [CL 3759284 by Marc Audy in Main branch]
2017-11-15 16:13:28 -05:00
}
if (AllowDebugViewShaderMode(DVSM_QuadComplexity, GMaxRHIShaderPlatform, FeatureLevel))
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3759273) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3722141 by Aaron.McLeran #jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager. - Will allow for sequencer recorder to record multiple audio streams, one for each actor Change 3726096 by Ori.Cohen Fixed welded bodies with negative scale not using the mirrored convex hull #jira UE-51647 Change 3726233 by Ori.Cohen Make sure RT doesn't try to create a physics mesh when debug drawing #jira UE-51721 Change 3726254 by Aaron.McLeran Fixing typo in GetCustomSpatializationSettingsClass interface Change 3728295 by Ori.Cohen Fix incorrect lock upgrading Change 3728516 by Benn.Gallagher Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints. #jira UE-51414 Change 3728522 by Benn.Gallagher Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes. #jira UE-50087 Change 3728853 by Benn.Gallagher [NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat. Change 3729031 by Ethan.Geller #jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation. Change 3729910 by Benn.Gallagher Fix for crashes editing destructible meshes caused by stale render data Change 3729921 by James.Golding - Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead - Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets - Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well - Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors - Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors - Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh - Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport #jira UEAP-167 Change 3730054 by Martin.Wilson Live Link: Add ability for sources to define their own settings Change 3730134 by Jurre.deBaare Editor crashes when opening animcompression setting on an alembic file #jira UE-51840 #fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import #misc cleaned up comment Change 3730428 by Thomas.Sarkanen Fix copy/paste in the physics asset editor When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations. Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling. Also allow multi-paste of constraints/bodies. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730464 by Thomas.Sarkanen Fixed copy/paste not working when the skeleton tree has focus The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730511 by Jurre.deBaare Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313] #jira UE-48988 Change 3730685 by Benn.Gallagher Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered. #jira UE-51508 Change 3731560 by Aaron.McLeran Removing gaurd on spatialization plugin settings and renaming enumerations Change 3731714 by Ori.Cohen Added the ability to profile scene query hitches. Change 3731725 by Ori.Cohen Change scene query hitch threshold to 50us by default Change 3731770 by Ethan.Geller Fix signed/unsigned comparison. Change 3731777 by Ethan.Geller Suppress static analysis warning. Change 3732145 by Thomas.Sarkanen [Duplicated from 4.18.1] Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB Also fixed a selection issue that was exposed when this crash was fixed, #jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate Change 3732176 by Thomas.Sarkanen Fixed hang when selecting all bodies or constraints in a physics asset Implements a better fix for CL 3721129 #jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset Change 3732177 by Thomas.Sarkanen Fix crash when pasting properties in Physics Asset Editor Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range. #jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies Change 3732492 by Martin.Wilson Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging #Jira UE-51794 Change 3732672 by Thomas.Sarkanen Refactor view menus in animation editors Moves show menu and buffer visualizations into a new CommonMenuExtensions module. Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name. All character-specific stuff is now in a "Character" menu. Original changes by Jonathan.Poncelet #jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports Change 3732860 by Thomas.Sarkanen Fix CIS errors/warnings Change 3732877 by Thomas.Sarkanen Fix missing Physics menu Merge error on my part Change 3733113 by Ori.Cohen Fix CIS Change 3734859 by Thomas.Sarkanen Fix crash when opening a physics asset that uses a preview mesh with no skeleton #jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81] Change 3736693 by Ethan.Geller Added ability for submixes to define their own channel format. Written by aaron.mcleran Change 3737943 by James.Golding Fix crash when right-clicking during section selection in skel mesh tools #jira UE-51873 Change 3738337 by Benn.Gallagher Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices. #jira UE-51921 Change 3738404 by Lina.Halper Add comment for bImportBoneTrack option in FBX importer Change 3738816 by Benn.Gallagher Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren) Change 3738960 by Ethan.Geller Fix Linux compiler errors for implicit enum casting Change 3739214 by Lina.Halper - Removed unnecessary Initialize - Make sure invalidate the other part if not used (socket->bone or bone->socket) #jira: UE-51931 Change 3739215 by Lina.Halper compile error - added one more ) when pasted to the other line Change 3739442 by Lina.Halper pose asset crash when skeleton changes #jira: UE-52036 Change 3739795 by Ethan.Geller fix linux build with implicit enum class casts, pt 2 Change 3740553 by James.Golding Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint #jira UE-47566 Change 3740560 by James.Golding - Don't rebuild render data on SkeletalMesh interactive property changes - Remove unnecessary render resource release in SkeletalMesh PreEditChange #jira UE-51652 Change 3740562 by James.Golding Extensibility improvements to PhysicsAssets (from NVIDIA) Change 3740563 by James.Golding PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster) #jira UE-50546 Change 3740564 by James.Golding PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc) #jira UE-51761 Change 3740587 by Benn.Gallagher CIS fixes for non-cloth platforms and initialization order fix Change 3740658 by Thomas.Sarkanen Update cloth appropriately in the physics asset editor When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation. Reset simulation when making more 'major' potential changes (adding/removing collision etc.) Optionally reset cloth when simulation starts/stops in the physics asset editor #jira UE-50949 - Phat Editor with cloth collisions #jira UE-48779 - Ability to reset clothing during physics simulation #jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth Change 3743354 by Benn.Gallagher CIS Fix Change 3743419 by Thomas.Sarkanen Preview buttons are now present where applicable Preview mesh button reordered to be consistent with other anim editors. Preview animation re-instated where applicable. Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout #jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons Change 3743529 by Thomas.Sarkanen Moved constraint and physical anim profile indicators to the top of the details panel Indicators now show assignment status. #jira UE-50895 - Constraint Profiles requests Change 3743604 by Jurre.deBaare Duplicating from 4.18.1: [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951] #fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well #jira UE-51917 Change 3743757 by Lina.Halper Adding more ensure to detect NaN Change 3743791 by Ori.Cohen Fix CIS and stack size issues Change 3744008 by Benn.Gallagher Gravity override support for clothing interactor. #jira UE-51014 Change 3744439 by Michael.Karambelas Updating and investigating CableActor automation tests Change 3744566 by Martin.Wilson Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded. #jira UE-49335 Change 3745963 by Martin.Wilson Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time #Jira UE-52044 Change 3748585 by Aaron.McLeran Fixing crash when loading editor with synth components. Change 3749071 by Aaron.McLeran Fixing ambisonics submix format Change 3749969 by Danny.Bouimad Updating TM-AnimPhys to be more performant on Switch Change 3750103 by Danny.Bouimad Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052) Change 3754465 by Ethan.Geller Fixing panning in audio mixer after submix format feature Change 3755637 by Lina.Halper Back out changelist 3739214 - still add back invalidation #jira: UE-52159 Change 3756385 by Lina.Halper - Adding ground truth for the cable component test map - Disabled first test as it has BP none access warning #jira: UE-52370 Change 3756707 by Ethan.Geller fix potential mem leak in mixer source Change 3757148 by Aaron.McLeran Fixing surround sound bugs due to recent changes to submix format. Change 3757583 by Aaron.McLeran Fix cook with synth component Change 3758477 by Danny.Bouimad Fixing Disabled cable actor test, checking in screenshots for a disabled test. Change 3758873 by Ethan.Geller #jira UE-52389 Remove assert on getting a hash for a unique net id. [CL 3759284 by Marc Audy in Main branch]
2017-11-15 16:13:28 -05:00
{
Section.AddMenuEntry(BaseViewportCommands.QuadOverdrawMode, UViewModeUtils::GetViewModeDisplayName(VMI_QuadOverdraw));
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3759273) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3722141 by Aaron.McLeran #jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager. - Will allow for sequencer recorder to record multiple audio streams, one for each actor Change 3726096 by Ori.Cohen Fixed welded bodies with negative scale not using the mirrored convex hull #jira UE-51647 Change 3726233 by Ori.Cohen Make sure RT doesn't try to create a physics mesh when debug drawing #jira UE-51721 Change 3726254 by Aaron.McLeran Fixing typo in GetCustomSpatializationSettingsClass interface Change 3728295 by Ori.Cohen Fix incorrect lock upgrading Change 3728516 by Benn.Gallagher Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints. #jira UE-51414 Change 3728522 by Benn.Gallagher Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes. #jira UE-50087 Change 3728853 by Benn.Gallagher [NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat. Change 3729031 by Ethan.Geller #jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation. Change 3729910 by Benn.Gallagher Fix for crashes editing destructible meshes caused by stale render data Change 3729921 by James.Golding - Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead - Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets - Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well - Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors - Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors - Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh - Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport #jira UEAP-167 Change 3730054 by Martin.Wilson Live Link: Add ability for sources to define their own settings Change 3730134 by Jurre.deBaare Editor crashes when opening animcompression setting on an alembic file #jira UE-51840 #fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import #misc cleaned up comment Change 3730428 by Thomas.Sarkanen Fix copy/paste in the physics asset editor When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations. Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling. Also allow multi-paste of constraints/bodies. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730464 by Thomas.Sarkanen Fixed copy/paste not working when the skeleton tree has focus The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730511 by Jurre.deBaare Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313] #jira UE-48988 Change 3730685 by Benn.Gallagher Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered. #jira UE-51508 Change 3731560 by Aaron.McLeran Removing gaurd on spatialization plugin settings and renaming enumerations Change 3731714 by Ori.Cohen Added the ability to profile scene query hitches. Change 3731725 by Ori.Cohen Change scene query hitch threshold to 50us by default Change 3731770 by Ethan.Geller Fix signed/unsigned comparison. Change 3731777 by Ethan.Geller Suppress static analysis warning. Change 3732145 by Thomas.Sarkanen [Duplicated from 4.18.1] Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB Also fixed a selection issue that was exposed when this crash was fixed, #jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate Change 3732176 by Thomas.Sarkanen Fixed hang when selecting all bodies or constraints in a physics asset Implements a better fix for CL 3721129 #jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset Change 3732177 by Thomas.Sarkanen Fix crash when pasting properties in Physics Asset Editor Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range. #jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies Change 3732492 by Martin.Wilson Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging #Jira UE-51794 Change 3732672 by Thomas.Sarkanen Refactor view menus in animation editors Moves show menu and buffer visualizations into a new CommonMenuExtensions module. Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name. All character-specific stuff is now in a "Character" menu. Original changes by Jonathan.Poncelet #jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports Change 3732860 by Thomas.Sarkanen Fix CIS errors/warnings Change 3732877 by Thomas.Sarkanen Fix missing Physics menu Merge error on my part Change 3733113 by Ori.Cohen Fix CIS Change 3734859 by Thomas.Sarkanen Fix crash when opening a physics asset that uses a preview mesh with no skeleton #jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81] Change 3736693 by Ethan.Geller Added ability for submixes to define their own channel format. Written by aaron.mcleran Change 3737943 by James.Golding Fix crash when right-clicking during section selection in skel mesh tools #jira UE-51873 Change 3738337 by Benn.Gallagher Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices. #jira UE-51921 Change 3738404 by Lina.Halper Add comment for bImportBoneTrack option in FBX importer Change 3738816 by Benn.Gallagher Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren) Change 3738960 by Ethan.Geller Fix Linux compiler errors for implicit enum casting Change 3739214 by Lina.Halper - Removed unnecessary Initialize - Make sure invalidate the other part if not used (socket->bone or bone->socket) #jira: UE-51931 Change 3739215 by Lina.Halper compile error - added one more ) when pasted to the other line Change 3739442 by Lina.Halper pose asset crash when skeleton changes #jira: UE-52036 Change 3739795 by Ethan.Geller fix linux build with implicit enum class casts, pt 2 Change 3740553 by James.Golding Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint #jira UE-47566 Change 3740560 by James.Golding - Don't rebuild render data on SkeletalMesh interactive property changes - Remove unnecessary render resource release in SkeletalMesh PreEditChange #jira UE-51652 Change 3740562 by James.Golding Extensibility improvements to PhysicsAssets (from NVIDIA) Change 3740563 by James.Golding PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster) #jira UE-50546 Change 3740564 by James.Golding PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc) #jira UE-51761 Change 3740587 by Benn.Gallagher CIS fixes for non-cloth platforms and initialization order fix Change 3740658 by Thomas.Sarkanen Update cloth appropriately in the physics asset editor When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation. Reset simulation when making more 'major' potential changes (adding/removing collision etc.) Optionally reset cloth when simulation starts/stops in the physics asset editor #jira UE-50949 - Phat Editor with cloth collisions #jira UE-48779 - Ability to reset clothing during physics simulation #jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth Change 3743354 by Benn.Gallagher CIS Fix Change 3743419 by Thomas.Sarkanen Preview buttons are now present where applicable Preview mesh button reordered to be consistent with other anim editors. Preview animation re-instated where applicable. Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout #jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons Change 3743529 by Thomas.Sarkanen Moved constraint and physical anim profile indicators to the top of the details panel Indicators now show assignment status. #jira UE-50895 - Constraint Profiles requests Change 3743604 by Jurre.deBaare Duplicating from 4.18.1: [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951] #fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well #jira UE-51917 Change 3743757 by Lina.Halper Adding more ensure to detect NaN Change 3743791 by Ori.Cohen Fix CIS and stack size issues Change 3744008 by Benn.Gallagher Gravity override support for clothing interactor. #jira UE-51014 Change 3744439 by Michael.Karambelas Updating and investigating CableActor automation tests Change 3744566 by Martin.Wilson Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded. #jira UE-49335 Change 3745963 by Martin.Wilson Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time #Jira UE-52044 Change 3748585 by Aaron.McLeran Fixing crash when loading editor with synth components. Change 3749071 by Aaron.McLeran Fixing ambisonics submix format Change 3749969 by Danny.Bouimad Updating TM-AnimPhys to be more performant on Switch Change 3750103 by Danny.Bouimad Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052) Change 3754465 by Ethan.Geller Fixing panning in audio mixer after submix format feature Change 3755637 by Lina.Halper Back out changelist 3739214 - still add back invalidation #jira: UE-52159 Change 3756385 by Lina.Halper - Adding ground truth for the cable component test map - Disabled first test as it has BP none access warning #jira: UE-52370 Change 3756707 by Ethan.Geller fix potential mem leak in mixer source Change 3757148 by Aaron.McLeran Fixing surround sound bugs due to recent changes to submix format. Change 3757583 by Aaron.McLeran Fix cook with synth component Change 3758477 by Danny.Bouimad Fixing Disabled cable actor test, checking in screenshots for a disabled test. Change 3758873 by Ethan.Geller #jira UE-52389 Remove assert on getting a hash for a unique net id. [CL 3759284 by Marc Audy in Main branch]
2017-11-15 16:13:28 -05:00
}
}
Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2917472 on 2016/03/21 by Rolando.Caloca DR - Fix SCW directcompile arguments, add -pipeline Change 2919580 on 2016/03/23 by Rolando.Caloca DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't) Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug) #jira OR-15380 #tests Run game with sparrow, test with slomo to check for gfx glitches Change 2919660 on 2016/03/23 by Rolando.Caloca DR - Latest vk changes (from dev mobile's 2916881 to 2919157) Change 2919902 on 2016/03/23 by Rolando.Caloca DR - Fix skeletal meshes decrementing stats twice #codereview Marcus.Wassmer #jira UE-28478 Change 2920020 on 2016/03/23 by David.Hill #Jira UE-28503 EyeAdapation when used in material shader may not be initialized. #rb olaf.piesche Change 2920071 on 2016/03/23 by Rolando.Caloca DR - Remove old vk define - Started moving around direct calls to queue submit Change 2920252 on 2016/03/23 by Rolando.Caloca DR - Changes vk structs to classes Change 2920314 on 2016/03/23 by Olaf.Piesche Add -windowed to standalone game PIE command line to avoid PIE launching in full screen #jira UE-27870 #codereview michael.trepka Change 2920745 on 2016/03/24 by Uriel.Doyon Texture streaming build now takes into account the material texcoord scales applied to the texture sampling. Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently). TexCoord analysis debug view shaders is now working with SM4 ane SM5. StaticMeshComponents hold persistent data coming from the texture streaming build. #tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps #codereview marcus.wassmer Change 2921335 on 2016/03/24 by Uriel.Doyon Added missing static keyword for locally defined console variable. #codereview rolando.caloca Change 2921416 on 2016/03/24 by Uriel.Doyon Revert enabling debugview shaders on non PC platforms (until properly tested and debugged) Change 2921446 on 2016/03/24 by Daniel.Wright Planar reflection mesh Change 2921530 on 2016/03/24 by Daniel.Wright Manual revert of Ronin planar reflections #codereview Ryan.Vance Change 2921608 on 2016/03/24 by Uriel.Doyon Updated texture streamer to take into account the new HLOD texture group. Change 2921677 on 2016/03/24 by Daniel.Wright Distance Field Specular Occlusion * Prototype - disabled by default Change 2921681 on 2016/03/24 by Daniel.Wright UnmappedTexelsPercentage is now 100 based Change 2921682 on 2016/03/24 by Daniel.Wright Planar reflections * New actor and component * The scene is rendered to texture with a mirrored camera and a clip plane each frame * The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades * Translucent materials apply the nearest reflection plane in the base pass * Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4 * Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer * Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage Change 2921734 on 2016/03/24 by Uriel.Doyon Fixed tessellated cube having wrong UVs #jira UE-28379 Change 2922063 on 2016/03/24 by Daniel.Wright Removed planar reflection debug code Change 2922428 on 2016/03/25 by Chris.Bunner Delete FShaderPipeline objects when clearing TMaterialShaderMaps. #rb Rolando.Caloca #jira UE-28621 Change 2922803 on 2016/03/25 by Rolando.Caloca DR - New cmd buffer management (disabled) - Move cmd buffer out of pending state and into context - Do not hardcode # cmd buffers - Move back buffer image mgmt into swapchain - Fixed some image layout transition bugs Change 2923056 on 2016/03/25 by Rolando.Caloca DR - Initial fix for canvas locking inside a render pass [CL 2932649 by Gil Gribb in Main branch]
2016-04-04 18:44:59 -04:00
{
FToolMenuSection& Section = Menu->AddSection("TextureStreaming", LOCTEXT("TextureStreamingHeader", "Texture Streaming Accuracy"));
if (AllowDebugViewShaderMode(DVSM_PrimitiveDistanceAccuracy, GMaxRHIShaderPlatform, FeatureLevel) && (!InParentToolBar.IsValid() || InParentToolBar.Pin()->IsViewModeSupported(VMI_PrimitiveDistanceAccuracy)))
{
Section.AddMenuEntry(BaseViewportCommands.TexStreamAccPrimitiveDistanceMode, UViewModeUtils::GetViewModeDisplayName(VMI_PrimitiveDistanceAccuracy));
}
if (AllowDebugViewShaderMode(DVSM_MeshUVDensityAccuracy, GMaxRHIShaderPlatform, FeatureLevel) && (!InParentToolBar.IsValid() || InParentToolBar.Pin()->IsViewModeSupported(VMI_MeshUVDensityAccuracy)))
{
Section.AddMenuEntry(BaseViewportCommands.TexStreamAccMeshUVDensityMode, UViewModeUtils::GetViewModeDisplayName(VMI_MeshUVDensityAccuracy));
}
// TexCoordScale accuracy viewmode requires shaders that are only built in the TextureStreamingBuild, which requires the new metrics to be enabled.
if (AllowDebugViewShaderMode(DVSM_MaterialTextureScaleAccuracy, GMaxRHIShaderPlatform, FeatureLevel) && CVarStreamingUseNewMetrics.GetValueOnAnyThread() != 0 && (!InParentToolBar.IsValid() || InParentToolBar.Pin()->IsViewModeSupported(VMI_MaterialTextureScaleAccuracy)))
{
Section.AddMenuEntry(BaseViewportCommands.TexStreamAccMaterialTextureScaleMode, UViewModeUtils::GetViewModeDisplayName(VMI_MaterialTextureScaleAccuracy));
}
if (AllowDebugViewShaderMode(DVSM_RequiredTextureResolution, GMaxRHIShaderPlatform, FeatureLevel) && (!InParentToolBar.IsValid() || InParentToolBar.Pin()->IsViewModeSupported(VMI_RequiredTextureResolution)))
{
Section.AddMenuEntry(BaseViewportCommands.RequiredTextureResolutionMode, UViewModeUtils::GetViewModeDisplayName(VMI_RequiredTextureResolution));
}
if (AllowDebugViewShaderMode(DVSM_RequiredTextureResolution, GMaxRHIShaderPlatform, FeatureLevel) && (!InParentToolBar.IsValid() || InParentToolBar.Pin()->IsViewModeSupported(VMI_VirtualTexturePendingMips)))
{
Section.AddMenuEntry(BaseViewportCommands.VirtualTexturePendingMipsMode, UViewModeUtils::GetViewModeDisplayName(VMI_VirtualTexturePendingMips));
}
Copying //UE4/Dev-Rendering to Dev-Main (Source //UE4/Dev-Rendering@2932636) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2917472 on 2016/03/21 by Rolando.Caloca DR - Fix SCW directcompile arguments, add -pipeline Change 2919580 on 2016/03/23 by Rolando.Caloca DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't) Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug) #jira OR-15380 #tests Run game with sparrow, test with slomo to check for gfx glitches Change 2919660 on 2016/03/23 by Rolando.Caloca DR - Latest vk changes (from dev mobile's 2916881 to 2919157) Change 2919902 on 2016/03/23 by Rolando.Caloca DR - Fix skeletal meshes decrementing stats twice #codereview Marcus.Wassmer #jira UE-28478 Change 2920020 on 2016/03/23 by David.Hill #Jira UE-28503 EyeAdapation when used in material shader may not be initialized. #rb olaf.piesche Change 2920071 on 2016/03/23 by Rolando.Caloca DR - Remove old vk define - Started moving around direct calls to queue submit Change 2920252 on 2016/03/23 by Rolando.Caloca DR - Changes vk structs to classes Change 2920314 on 2016/03/23 by Olaf.Piesche Add -windowed to standalone game PIE command line to avoid PIE launching in full screen #jira UE-27870 #codereview michael.trepka Change 2920745 on 2016/03/24 by Uriel.Doyon Texture streaming build now takes into account the material texcoord scales applied to the texture sampling. Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently). TexCoord analysis debug view shaders is now working with SM4 ane SM5. StaticMeshComponents hold persistent data coming from the texture streaming build. #tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps #codereview marcus.wassmer Change 2921335 on 2016/03/24 by Uriel.Doyon Added missing static keyword for locally defined console variable. #codereview rolando.caloca Change 2921416 on 2016/03/24 by Uriel.Doyon Revert enabling debugview shaders on non PC platforms (until properly tested and debugged) Change 2921446 on 2016/03/24 by Daniel.Wright Planar reflection mesh Change 2921530 on 2016/03/24 by Daniel.Wright Manual revert of Ronin planar reflections #codereview Ryan.Vance Change 2921608 on 2016/03/24 by Uriel.Doyon Updated texture streamer to take into account the new HLOD texture group. Change 2921677 on 2016/03/24 by Daniel.Wright Distance Field Specular Occlusion * Prototype - disabled by default Change 2921681 on 2016/03/24 by Daniel.Wright UnmappedTexelsPercentage is now 100 based Change 2921682 on 2016/03/24 by Daniel.Wright Planar reflections * New actor and component * The scene is rendered to texture with a mirrored camera and a clip plane each frame * The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades * Translucent materials apply the nearest reflection plane in the base pass * Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4 * Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer * Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage Change 2921734 on 2016/03/24 by Uriel.Doyon Fixed tessellated cube having wrong UVs #jira UE-28379 Change 2922063 on 2016/03/24 by Daniel.Wright Removed planar reflection debug code Change 2922428 on 2016/03/25 by Chris.Bunner Delete FShaderPipeline objects when clearing TMaterialShaderMaps. #rb Rolando.Caloca #jira UE-28621 Change 2922803 on 2016/03/25 by Rolando.Caloca DR - New cmd buffer management (disabled) - Move cmd buffer out of pending state and into context - Do not hardcode # cmd buffers - Move back buffer image mgmt into swapchain - Fixed some image layout transition bugs Change 2923056 on 2016/03/25 by Rolando.Caloca DR - Initial fix for canvas locking inside a render pass [CL 2932649 by Gil Gribb in Main branch]
2016-04-04 18:44:59 -04:00
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
}
};
Section.AddSubMenu(
"OptimizationSubMenu",
#jira UE-81469 New feature: Added the capability of adding Radio buttons to the submenu main button (not only to its entries). This CL is the first of 2 CLs that introduce multiple improvements on the "View Mode" menu of the Viewport, including a new feature request from JIRA UE-81469. However, we isolate this particular new feature into an isolated CL given that it can be applicable anywhere in the Editor, not only for "View Mode". Issue: If any subcategory of "View Mode" was chosen, the user could not know in which category it was located (unless the user manually looked into each category until he found the selected one). Solution: Added the checked functionality (with a radio button) to each one of the categories, behaving similarly to any subcategory. This way, both the radio button of the category and the one from the specific subcategory will be checked simulatenously. More technical details: Adding this functionality to "View Mode" means adding the functionality of "FUIAction::FIsActionChecked" into "AddSubMenu", which includes modifications to "MultiBox", "SMenuEntryBlock", and "MultiBoxBuilder". 1) We are changing a submenu so it has a radioButton 2) To specify a radio button a developer has to use a different API that includes a delegate (FUIAction) to say if it should be checked or not before this CL 3) The different API for AddSubMenu was not passing along the command list for that child submenu to use 4) The updated code now passes the command list along for the child submenu to use #rb rex.hill [CL 10228324 by Gines Hidalgo in Dev-Editor branch]
2019-11-14 17:02:10 -05:00
LOCTEXT("OptimizationSubMenu", "Optimization Viewmodes"), LOCTEXT("Optimization_ToolTip", "Select optimization visualizer"),
FNewToolMenuDelegate::CreateStatic(&Local::BuildOptimizationMenu, ParentToolBar),
#jira UE-81469 New feature: Added the capability of adding Radio buttons to the submenu main button (not only to its entries). This CL is the first of 2 CLs that introduce multiple improvements on the "View Mode" menu of the Viewport, including a new feature request from JIRA UE-81469. However, we isolate this particular new feature into an isolated CL given that it can be applicable anywhere in the Editor, not only for "View Mode". Issue: If any subcategory of "View Mode" was chosen, the user could not know in which category it was located (unless the user manually looked into each category until he found the selected one). Solution: Added the checked functionality (with a radio button) to each one of the categories, behaving similarly to any subcategory. This way, both the radio button of the category and the one from the specific subcategory will be checked simulatenously. More technical details: Adding this functionality to "View Mode" means adding the functionality of "FUIAction::FIsActionChecked" into "AddSubMenu", which includes modifications to "MultiBox", "SMenuEntryBlock", and "MultiBoxBuilder". 1) We are changing a submenu so it has a radioButton 2) To specify a radio button a developer has to use a different API that includes a delegate (FUIAction) to say if it should be checked or not before this CL 3) The different API for AddSubMenu was not passing along the command list for that child submenu to use 4) The updated code now passes the command list along for the child submenu to use #rb rex.hill [CL 10228324 by Gines Hidalgo in Dev-Editor branch]
2019-11-14 17:02:10 -05:00
FUIAction(FExecuteAction(), FCanExecuteAction(),
FIsActionChecked::CreateLambda([this]()
{
const TSharedRef<SEditorViewport> ViewportRef = Viewport.Pin().ToSharedRef();
const TSharedPtr<FEditorViewportClient> ViewportClient = ViewportRef->GetViewportClient();
check(ViewportClient.IsValid());
const EViewModeIndex ViewMode = ViewportClient->GetViewMode();
return (
// Texture Streaming Accuracy
ViewMode == VMI_LightComplexity || ViewMode == VMI_LightmapDensity || ViewMode == VMI_StationaryLightOverlap
|| ViewMode == VMI_ShaderComplexity || ViewMode == VMI_ShaderComplexityWithQuadOverdraw || ViewMode == VMI_QuadOverdraw
// Texture Streaming Accuracy
|| ViewMode == VMI_PrimitiveDistanceAccuracy || ViewMode == VMI_MeshUVDensityAccuracy || ViewMode == VMI_MaterialTextureScaleAccuracy
|| ViewMode == VMI_RequiredTextureResolution || ViewMode == VMI_VirtualTexturePendingMips
#jira UE-81469 New feature: Added the capability of adding Radio buttons to the submenu main button (not only to its entries). This CL is the first of 2 CLs that introduce multiple improvements on the "View Mode" menu of the Viewport, including a new feature request from JIRA UE-81469. However, we isolate this particular new feature into an isolated CL given that it can be applicable anywhere in the Editor, not only for "View Mode". Issue: If any subcategory of "View Mode" was chosen, the user could not know in which category it was located (unless the user manually looked into each category until he found the selected one). Solution: Added the checked functionality (with a radio button) to each one of the categories, behaving similarly to any subcategory. This way, both the radio button of the category and the one from the specific subcategory will be checked simulatenously. More technical details: Adding this functionality to "View Mode" means adding the functionality of "FUIAction::FIsActionChecked" into "AddSubMenu", which includes modifications to "MultiBox", "SMenuEntryBlock", and "MultiBoxBuilder". 1) We are changing a submenu so it has a radioButton 2) To specify a radio button a developer has to use a different API that includes a delegate (FUIAction) to say if it should be checked or not before this CL 3) The different API for AddSubMenu was not passing along the command list for that child submenu to use 4) The updated code now passes the command list along for the child submenu to use #rb rex.hill [CL 10228324 by Gines Hidalgo in Dev-Editor branch]
2019-11-14 17:02:10 -05:00
);
})),
EUserInterfaceActionType::RadioButton,
/* bInOpenSubMenuOnClick = */ false, FSlateIcon(FAppStyle::GetAppStyleSetName(), "EditorViewport.QuadOverdrawMode"));
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
}
#if RHI_RAYTRACING
if (IsRayTracingEnabled())
{
struct Local
{
static void BuildRayTracingDebugMenu(FMenuBuilder& Menu, TWeakPtr< SViewportToolBar > InParentToolBar)
{
const FRayTracingDebugVisualizationMenuCommands& RtDebugCommands = FRayTracingDebugVisualizationMenuCommands::Get();
RtDebugCommands.BuildVisualisationSubMenu(Menu);
}
};
Section.AddSubMenu("RayTracingDebugSubMenu", LOCTEXT("RayTracingDebugSubMenu", "Ray Tracing Debug"), LOCTEXT("RayTracing_ToolTip", "Select ray tracing buffer visualization view modes"), FNewMenuDelegate::CreateStatic(&Local::BuildRayTracingDebugMenu, ParentToolBar), false, FSlateIcon(FAppStyle::GetAppStyleSetName(), "EditorViewport.RayTracingDebugMode"));
}
#endif
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3759273) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3722141 by Aaron.McLeran #jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager. - Will allow for sequencer recorder to record multiple audio streams, one for each actor Change 3726096 by Ori.Cohen Fixed welded bodies with negative scale not using the mirrored convex hull #jira UE-51647 Change 3726233 by Ori.Cohen Make sure RT doesn't try to create a physics mesh when debug drawing #jira UE-51721 Change 3726254 by Aaron.McLeran Fixing typo in GetCustomSpatializationSettingsClass interface Change 3728295 by Ori.Cohen Fix incorrect lock upgrading Change 3728516 by Benn.Gallagher Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints. #jira UE-51414 Change 3728522 by Benn.Gallagher Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes. #jira UE-50087 Change 3728853 by Benn.Gallagher [NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat. Change 3729031 by Ethan.Geller #jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation. Change 3729910 by Benn.Gallagher Fix for crashes editing destructible meshes caused by stale render data Change 3729921 by James.Golding - Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead - Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets - Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well - Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors - Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors - Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh - Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport #jira UEAP-167 Change 3730054 by Martin.Wilson Live Link: Add ability for sources to define their own settings Change 3730134 by Jurre.deBaare Editor crashes when opening animcompression setting on an alembic file #jira UE-51840 #fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import #misc cleaned up comment Change 3730428 by Thomas.Sarkanen Fix copy/paste in the physics asset editor When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations. Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling. Also allow multi-paste of constraints/bodies. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730464 by Thomas.Sarkanen Fixed copy/paste not working when the skeleton tree has focus The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730511 by Jurre.deBaare Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313] #jira UE-48988 Change 3730685 by Benn.Gallagher Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered. #jira UE-51508 Change 3731560 by Aaron.McLeran Removing gaurd on spatialization plugin settings and renaming enumerations Change 3731714 by Ori.Cohen Added the ability to profile scene query hitches. Change 3731725 by Ori.Cohen Change scene query hitch threshold to 50us by default Change 3731770 by Ethan.Geller Fix signed/unsigned comparison. Change 3731777 by Ethan.Geller Suppress static analysis warning. Change 3732145 by Thomas.Sarkanen [Duplicated from 4.18.1] Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB Also fixed a selection issue that was exposed when this crash was fixed, #jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate Change 3732176 by Thomas.Sarkanen Fixed hang when selecting all bodies or constraints in a physics asset Implements a better fix for CL 3721129 #jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset Change 3732177 by Thomas.Sarkanen Fix crash when pasting properties in Physics Asset Editor Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range. #jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies Change 3732492 by Martin.Wilson Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging #Jira UE-51794 Change 3732672 by Thomas.Sarkanen Refactor view menus in animation editors Moves show menu and buffer visualizations into a new CommonMenuExtensions module. Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name. All character-specific stuff is now in a "Character" menu. Original changes by Jonathan.Poncelet #jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports Change 3732860 by Thomas.Sarkanen Fix CIS errors/warnings Change 3732877 by Thomas.Sarkanen Fix missing Physics menu Merge error on my part Change 3733113 by Ori.Cohen Fix CIS Change 3734859 by Thomas.Sarkanen Fix crash when opening a physics asset that uses a preview mesh with no skeleton #jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81] Change 3736693 by Ethan.Geller Added ability for submixes to define their own channel format. Written by aaron.mcleran Change 3737943 by James.Golding Fix crash when right-clicking during section selection in skel mesh tools #jira UE-51873 Change 3738337 by Benn.Gallagher Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices. #jira UE-51921 Change 3738404 by Lina.Halper Add comment for bImportBoneTrack option in FBX importer Change 3738816 by Benn.Gallagher Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren) Change 3738960 by Ethan.Geller Fix Linux compiler errors for implicit enum casting Change 3739214 by Lina.Halper - Removed unnecessary Initialize - Make sure invalidate the other part if not used (socket->bone or bone->socket) #jira: UE-51931 Change 3739215 by Lina.Halper compile error - added one more ) when pasted to the other line Change 3739442 by Lina.Halper pose asset crash when skeleton changes #jira: UE-52036 Change 3739795 by Ethan.Geller fix linux build with implicit enum class casts, pt 2 Change 3740553 by James.Golding Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint #jira UE-47566 Change 3740560 by James.Golding - Don't rebuild render data on SkeletalMesh interactive property changes - Remove unnecessary render resource release in SkeletalMesh PreEditChange #jira UE-51652 Change 3740562 by James.Golding Extensibility improvements to PhysicsAssets (from NVIDIA) Change 3740563 by James.Golding PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster) #jira UE-50546 Change 3740564 by James.Golding PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc) #jira UE-51761 Change 3740587 by Benn.Gallagher CIS fixes for non-cloth platforms and initialization order fix Change 3740658 by Thomas.Sarkanen Update cloth appropriately in the physics asset editor When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation. Reset simulation when making more 'major' potential changes (adding/removing collision etc.) Optionally reset cloth when simulation starts/stops in the physics asset editor #jira UE-50949 - Phat Editor with cloth collisions #jira UE-48779 - Ability to reset clothing during physics simulation #jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth Change 3743354 by Benn.Gallagher CIS Fix Change 3743419 by Thomas.Sarkanen Preview buttons are now present where applicable Preview mesh button reordered to be consistent with other anim editors. Preview animation re-instated where applicable. Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout #jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons Change 3743529 by Thomas.Sarkanen Moved constraint and physical anim profile indicators to the top of the details panel Indicators now show assignment status. #jira UE-50895 - Constraint Profiles requests Change 3743604 by Jurre.deBaare Duplicating from 4.18.1: [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951] #fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well #jira UE-51917 Change 3743757 by Lina.Halper Adding more ensure to detect NaN Change 3743791 by Ori.Cohen Fix CIS and stack size issues Change 3744008 by Benn.Gallagher Gravity override support for clothing interactor. #jira UE-51014 Change 3744439 by Michael.Karambelas Updating and investigating CableActor automation tests Change 3744566 by Martin.Wilson Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded. #jira UE-49335 Change 3745963 by Martin.Wilson Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time #Jira UE-52044 Change 3748585 by Aaron.McLeran Fixing crash when loading editor with synth components. Change 3749071 by Aaron.McLeran Fixing ambisonics submix format Change 3749969 by Danny.Bouimad Updating TM-AnimPhys to be more performant on Switch Change 3750103 by Danny.Bouimad Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052) Change 3754465 by Ethan.Geller Fixing panning in audio mixer after submix format feature Change 3755637 by Lina.Halper Back out changelist 3739214 - still add back invalidation #jira: UE-52159 Change 3756385 by Lina.Halper - Adding ground truth for the cable component test map - Disabled first test as it has BP none access warning #jira: UE-52370 Change 3756707 by Ethan.Geller fix potential mem leak in mixer source Change 3757148 by Aaron.McLeran Fixing surround sound bugs due to recent changes to submix format. Change 3757583 by Aaron.McLeran Fix cook with synth component Change 3758477 by Danny.Bouimad Fixing Disabled cable actor test, checking in screenshots for a disabled test. Change 3758873 by Ethan.Geller #jira UE-52389 Remove assert on getting a hash for a unique net id. [CL 3759284 by Marc Audy in Main branch]
2017-11-15 16:13:28 -05:00
{
struct Local
{
static void BuildLODMenu(UToolMenu* Menu)
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3759273) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3722141 by Aaron.McLeran #jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager. - Will allow for sequencer recorder to record multiple audio streams, one for each actor Change 3726096 by Ori.Cohen Fixed welded bodies with negative scale not using the mirrored convex hull #jira UE-51647 Change 3726233 by Ori.Cohen Make sure RT doesn't try to create a physics mesh when debug drawing #jira UE-51721 Change 3726254 by Aaron.McLeran Fixing typo in GetCustomSpatializationSettingsClass interface Change 3728295 by Ori.Cohen Fix incorrect lock upgrading Change 3728516 by Benn.Gallagher Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints. #jira UE-51414 Change 3728522 by Benn.Gallagher Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes. #jira UE-50087 Change 3728853 by Benn.Gallagher [NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat. Change 3729031 by Ethan.Geller #jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation. Change 3729910 by Benn.Gallagher Fix for crashes editing destructible meshes caused by stale render data Change 3729921 by James.Golding - Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead - Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets - Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well - Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors - Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors - Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh - Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport #jira UEAP-167 Change 3730054 by Martin.Wilson Live Link: Add ability for sources to define their own settings Change 3730134 by Jurre.deBaare Editor crashes when opening animcompression setting on an alembic file #jira UE-51840 #fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import #misc cleaned up comment Change 3730428 by Thomas.Sarkanen Fix copy/paste in the physics asset editor When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations. Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling. Also allow multi-paste of constraints/bodies. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730464 by Thomas.Sarkanen Fixed copy/paste not working when the skeleton tree has focus The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730511 by Jurre.deBaare Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313] #jira UE-48988 Change 3730685 by Benn.Gallagher Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered. #jira UE-51508 Change 3731560 by Aaron.McLeran Removing gaurd on spatialization plugin settings and renaming enumerations Change 3731714 by Ori.Cohen Added the ability to profile scene query hitches. Change 3731725 by Ori.Cohen Change scene query hitch threshold to 50us by default Change 3731770 by Ethan.Geller Fix signed/unsigned comparison. Change 3731777 by Ethan.Geller Suppress static analysis warning. Change 3732145 by Thomas.Sarkanen [Duplicated from 4.18.1] Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB Also fixed a selection issue that was exposed when this crash was fixed, #jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate Change 3732176 by Thomas.Sarkanen Fixed hang when selecting all bodies or constraints in a physics asset Implements a better fix for CL 3721129 #jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset Change 3732177 by Thomas.Sarkanen Fix crash when pasting properties in Physics Asset Editor Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range. #jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies Change 3732492 by Martin.Wilson Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging #Jira UE-51794 Change 3732672 by Thomas.Sarkanen Refactor view menus in animation editors Moves show menu and buffer visualizations into a new CommonMenuExtensions module. Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name. All character-specific stuff is now in a "Character" menu. Original changes by Jonathan.Poncelet #jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports Change 3732860 by Thomas.Sarkanen Fix CIS errors/warnings Change 3732877 by Thomas.Sarkanen Fix missing Physics menu Merge error on my part Change 3733113 by Ori.Cohen Fix CIS Change 3734859 by Thomas.Sarkanen Fix crash when opening a physics asset that uses a preview mesh with no skeleton #jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81] Change 3736693 by Ethan.Geller Added ability for submixes to define their own channel format. Written by aaron.mcleran Change 3737943 by James.Golding Fix crash when right-clicking during section selection in skel mesh tools #jira UE-51873 Change 3738337 by Benn.Gallagher Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices. #jira UE-51921 Change 3738404 by Lina.Halper Add comment for bImportBoneTrack option in FBX importer Change 3738816 by Benn.Gallagher Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren) Change 3738960 by Ethan.Geller Fix Linux compiler errors for implicit enum casting Change 3739214 by Lina.Halper - Removed unnecessary Initialize - Make sure invalidate the other part if not used (socket->bone or bone->socket) #jira: UE-51931 Change 3739215 by Lina.Halper compile error - added one more ) when pasted to the other line Change 3739442 by Lina.Halper pose asset crash when skeleton changes #jira: UE-52036 Change 3739795 by Ethan.Geller fix linux build with implicit enum class casts, pt 2 Change 3740553 by James.Golding Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint #jira UE-47566 Change 3740560 by James.Golding - Don't rebuild render data on SkeletalMesh interactive property changes - Remove unnecessary render resource release in SkeletalMesh PreEditChange #jira UE-51652 Change 3740562 by James.Golding Extensibility improvements to PhysicsAssets (from NVIDIA) Change 3740563 by James.Golding PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster) #jira UE-50546 Change 3740564 by James.Golding PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc) #jira UE-51761 Change 3740587 by Benn.Gallagher CIS fixes for non-cloth platforms and initialization order fix Change 3740658 by Thomas.Sarkanen Update cloth appropriately in the physics asset editor When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation. Reset simulation when making more 'major' potential changes (adding/removing collision etc.) Optionally reset cloth when simulation starts/stops in the physics asset editor #jira UE-50949 - Phat Editor with cloth collisions #jira UE-48779 - Ability to reset clothing during physics simulation #jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth Change 3743354 by Benn.Gallagher CIS Fix Change 3743419 by Thomas.Sarkanen Preview buttons are now present where applicable Preview mesh button reordered to be consistent with other anim editors. Preview animation re-instated where applicable. Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout #jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons Change 3743529 by Thomas.Sarkanen Moved constraint and physical anim profile indicators to the top of the details panel Indicators now show assignment status. #jira UE-50895 - Constraint Profiles requests Change 3743604 by Jurre.deBaare Duplicating from 4.18.1: [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951] #fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well #jira UE-51917 Change 3743757 by Lina.Halper Adding more ensure to detect NaN Change 3743791 by Ori.Cohen Fix CIS and stack size issues Change 3744008 by Benn.Gallagher Gravity override support for clothing interactor. #jira UE-51014 Change 3744439 by Michael.Karambelas Updating and investigating CableActor automation tests Change 3744566 by Martin.Wilson Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded. #jira UE-49335 Change 3745963 by Martin.Wilson Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time #Jira UE-52044 Change 3748585 by Aaron.McLeran Fixing crash when loading editor with synth components. Change 3749071 by Aaron.McLeran Fixing ambisonics submix format Change 3749969 by Danny.Bouimad Updating TM-AnimPhys to be more performant on Switch Change 3750103 by Danny.Bouimad Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052) Change 3754465 by Ethan.Geller Fixing panning in audio mixer after submix format feature Change 3755637 by Lina.Halper Back out changelist 3739214 - still add back invalidation #jira: UE-52159 Change 3756385 by Lina.Halper - Adding ground truth for the cable component test map - Disabled first test as it has BP none access warning #jira: UE-52370 Change 3756707 by Ethan.Geller fix potential mem leak in mixer source Change 3757148 by Aaron.McLeran Fixing surround sound bugs due to recent changes to submix format. Change 3757583 by Aaron.McLeran Fix cook with synth component Change 3758477 by Danny.Bouimad Fixing Disabled cable actor test, checking in screenshots for a disabled test. Change 3758873 by Ethan.Geller #jira UE-52389 Remove assert on getting a hash for a unique net id. [CL 3759284 by Marc Audy in Main branch]
2017-11-15 16:13:28 -05:00
{
{
FToolMenuSection& Section = Menu->AddSection("LevelViewportLODColoration", LOCTEXT("LODModesHeader", "Level of Detail Coloration"));
Section.AddMenuEntry(FEditorViewportCommands::Get().LODColorationMode, UViewModeUtils::GetViewModeDisplayName(VMI_LODColoration));
Section.AddMenuEntry(FEditorViewportCommands::Get().HLODColorationMode, UViewModeUtils::GetViewModeDisplayName(VMI_HLODColoration));
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3759273) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3722141 by Aaron.McLeran #jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager. - Will allow for sequencer recorder to record multiple audio streams, one for each actor Change 3726096 by Ori.Cohen Fixed welded bodies with negative scale not using the mirrored convex hull #jira UE-51647 Change 3726233 by Ori.Cohen Make sure RT doesn't try to create a physics mesh when debug drawing #jira UE-51721 Change 3726254 by Aaron.McLeran Fixing typo in GetCustomSpatializationSettingsClass interface Change 3728295 by Ori.Cohen Fix incorrect lock upgrading Change 3728516 by Benn.Gallagher Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints. #jira UE-51414 Change 3728522 by Benn.Gallagher Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes. #jira UE-50087 Change 3728853 by Benn.Gallagher [NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat. Change 3729031 by Ethan.Geller #jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation. Change 3729910 by Benn.Gallagher Fix for crashes editing destructible meshes caused by stale render data Change 3729921 by James.Golding - Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead - Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets - Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well - Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors - Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors - Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh - Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport #jira UEAP-167 Change 3730054 by Martin.Wilson Live Link: Add ability for sources to define their own settings Change 3730134 by Jurre.deBaare Editor crashes when opening animcompression setting on an alembic file #jira UE-51840 #fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import #misc cleaned up comment Change 3730428 by Thomas.Sarkanen Fix copy/paste in the physics asset editor When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations. Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling. Also allow multi-paste of constraints/bodies. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730464 by Thomas.Sarkanen Fixed copy/paste not working when the skeleton tree has focus The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730511 by Jurre.deBaare Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313] #jira UE-48988 Change 3730685 by Benn.Gallagher Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered. #jira UE-51508 Change 3731560 by Aaron.McLeran Removing gaurd on spatialization plugin settings and renaming enumerations Change 3731714 by Ori.Cohen Added the ability to profile scene query hitches. Change 3731725 by Ori.Cohen Change scene query hitch threshold to 50us by default Change 3731770 by Ethan.Geller Fix signed/unsigned comparison. Change 3731777 by Ethan.Geller Suppress static analysis warning. Change 3732145 by Thomas.Sarkanen [Duplicated from 4.18.1] Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB Also fixed a selection issue that was exposed when this crash was fixed, #jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate Change 3732176 by Thomas.Sarkanen Fixed hang when selecting all bodies or constraints in a physics asset Implements a better fix for CL 3721129 #jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset Change 3732177 by Thomas.Sarkanen Fix crash when pasting properties in Physics Asset Editor Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range. #jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies Change 3732492 by Martin.Wilson Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging #Jira UE-51794 Change 3732672 by Thomas.Sarkanen Refactor view menus in animation editors Moves show menu and buffer visualizations into a new CommonMenuExtensions module. Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name. All character-specific stuff is now in a "Character" menu. Original changes by Jonathan.Poncelet #jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports Change 3732860 by Thomas.Sarkanen Fix CIS errors/warnings Change 3732877 by Thomas.Sarkanen Fix missing Physics menu Merge error on my part Change 3733113 by Ori.Cohen Fix CIS Change 3734859 by Thomas.Sarkanen Fix crash when opening a physics asset that uses a preview mesh with no skeleton #jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81] Change 3736693 by Ethan.Geller Added ability for submixes to define their own channel format. Written by aaron.mcleran Change 3737943 by James.Golding Fix crash when right-clicking during section selection in skel mesh tools #jira UE-51873 Change 3738337 by Benn.Gallagher Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices. #jira UE-51921 Change 3738404 by Lina.Halper Add comment for bImportBoneTrack option in FBX importer Change 3738816 by Benn.Gallagher Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren) Change 3738960 by Ethan.Geller Fix Linux compiler errors for implicit enum casting Change 3739214 by Lina.Halper - Removed unnecessary Initialize - Make sure invalidate the other part if not used (socket->bone or bone->socket) #jira: UE-51931 Change 3739215 by Lina.Halper compile error - added one more ) when pasted to the other line Change 3739442 by Lina.Halper pose asset crash when skeleton changes #jira: UE-52036 Change 3739795 by Ethan.Geller fix linux build with implicit enum class casts, pt 2 Change 3740553 by James.Golding Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint #jira UE-47566 Change 3740560 by James.Golding - Don't rebuild render data on SkeletalMesh interactive property changes - Remove unnecessary render resource release in SkeletalMesh PreEditChange #jira UE-51652 Change 3740562 by James.Golding Extensibility improvements to PhysicsAssets (from NVIDIA) Change 3740563 by James.Golding PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster) #jira UE-50546 Change 3740564 by James.Golding PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc) #jira UE-51761 Change 3740587 by Benn.Gallagher CIS fixes for non-cloth platforms and initialization order fix Change 3740658 by Thomas.Sarkanen Update cloth appropriately in the physics asset editor When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation. Reset simulation when making more 'major' potential changes (adding/removing collision etc.) Optionally reset cloth when simulation starts/stops in the physics asset editor #jira UE-50949 - Phat Editor with cloth collisions #jira UE-48779 - Ability to reset clothing during physics simulation #jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth Change 3743354 by Benn.Gallagher CIS Fix Change 3743419 by Thomas.Sarkanen Preview buttons are now present where applicable Preview mesh button reordered to be consistent with other anim editors. Preview animation re-instated where applicable. Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout #jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons Change 3743529 by Thomas.Sarkanen Moved constraint and physical anim profile indicators to the top of the details panel Indicators now show assignment status. #jira UE-50895 - Constraint Profiles requests Change 3743604 by Jurre.deBaare Duplicating from 4.18.1: [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951] #fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well #jira UE-51917 Change 3743757 by Lina.Halper Adding more ensure to detect NaN Change 3743791 by Ori.Cohen Fix CIS and stack size issues Change 3744008 by Benn.Gallagher Gravity override support for clothing interactor. #jira UE-51014 Change 3744439 by Michael.Karambelas Updating and investigating CableActor automation tests Change 3744566 by Martin.Wilson Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded. #jira UE-49335 Change 3745963 by Martin.Wilson Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time #Jira UE-52044 Change 3748585 by Aaron.McLeran Fixing crash when loading editor with synth components. Change 3749071 by Aaron.McLeran Fixing ambisonics submix format Change 3749969 by Danny.Bouimad Updating TM-AnimPhys to be more performant on Switch Change 3750103 by Danny.Bouimad Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052) Change 3754465 by Ethan.Geller Fixing panning in audio mixer after submix format feature Change 3755637 by Lina.Halper Back out changelist 3739214 - still add back invalidation #jira: UE-52159 Change 3756385 by Lina.Halper - Adding ground truth for the cable component test map - Disabled first test as it has BP none access warning #jira: UE-52370 Change 3756707 by Ethan.Geller fix potential mem leak in mixer source Change 3757148 by Aaron.McLeran Fixing surround sound bugs due to recent changes to submix format. Change 3757583 by Aaron.McLeran Fix cook with synth component Change 3758477 by Danny.Bouimad Fixing Disabled cable actor test, checking in screenshots for a disabled test. Change 3758873 by Ethan.Geller #jira UE-52389 Remove assert on getting a hash for a unique net id. [CL 3759284 by Marc Audy in Main branch]
2017-11-15 16:13:28 -05:00
}
}
};
Section.AddSubMenu(
"VisualizeGroupedLOD",
#jira UE-81469 New feature: Added the capability of adding Radio buttons to the submenu main button (not only to its entries). This CL is the first of 2 CLs that introduce multiple improvements on the "View Mode" menu of the Viewport, including a new feature request from JIRA UE-81469. However, we isolate this particular new feature into an isolated CL given that it can be applicable anywhere in the Editor, not only for "View Mode". Issue: If any subcategory of "View Mode" was chosen, the user could not know in which category it was located (unless the user manually looked into each category until he found the selected one). Solution: Added the checked functionality (with a radio button) to each one of the categories, behaving similarly to any subcategory. This way, both the radio button of the category and the one from the specific subcategory will be checked simulatenously. More technical details: Adding this functionality to "View Mode" means adding the functionality of "FUIAction::FIsActionChecked" into "AddSubMenu", which includes modifications to "MultiBox", "SMenuEntryBlock", and "MultiBoxBuilder". 1) We are changing a submenu so it has a radioButton 2) To specify a radio button a developer has to use a different API that includes a delegate (FUIAction) to say if it should be checked or not before this CL 3) The different API for AddSubMenu was not passing along the command list for that child submenu to use 4) The updated code now passes the command list along for the child submenu to use #rb rex.hill [CL 10228324 by Gines Hidalgo in Dev-Editor branch]
2019-11-14 17:02:10 -05:00
LOCTEXT("VisualizeGroupedLODDisplayName", "Level of Detail Coloration"), LOCTEXT("GroupedLODMenu_ToolTip", "Select a mode for LOD Coloration"),
FNewToolMenuDelegate::CreateStatic(&Local::BuildLODMenu),
#jira UE-81469 New feature: Added the capability of adding Radio buttons to the submenu main button (not only to its entries). This CL is the first of 2 CLs that introduce multiple improvements on the "View Mode" menu of the Viewport, including a new feature request from JIRA UE-81469. However, we isolate this particular new feature into an isolated CL given that it can be applicable anywhere in the Editor, not only for "View Mode". Issue: If any subcategory of "View Mode" was chosen, the user could not know in which category it was located (unless the user manually looked into each category until he found the selected one). Solution: Added the checked functionality (with a radio button) to each one of the categories, behaving similarly to any subcategory. This way, both the radio button of the category and the one from the specific subcategory will be checked simulatenously. More technical details: Adding this functionality to "View Mode" means adding the functionality of "FUIAction::FIsActionChecked" into "AddSubMenu", which includes modifications to "MultiBox", "SMenuEntryBlock", and "MultiBoxBuilder". 1) We are changing a submenu so it has a radioButton 2) To specify a radio button a developer has to use a different API that includes a delegate (FUIAction) to say if it should be checked or not before this CL 3) The different API for AddSubMenu was not passing along the command list for that child submenu to use 4) The updated code now passes the command list along for the child submenu to use #rb rex.hill [CL 10228324 by Gines Hidalgo in Dev-Editor branch]
2019-11-14 17:02:10 -05:00
FUIAction(FExecuteAction(), FCanExecuteAction(),
FIsActionChecked::CreateLambda([this]()
{
const TSharedRef<SEditorViewport> ViewportRef = Viewport.Pin().ToSharedRef();
const TSharedPtr<FEditorViewportClient> ViewportClient = ViewportRef->GetViewportClient();
check(ViewportClient.IsValid());
const EViewModeIndex ViewMode = ViewportClient->GetViewMode();
return (ViewMode == VMI_LODColoration || ViewMode == VMI_HLODColoration);
})),
EUserInterfaceActionType::RadioButton,
/* bInOpenSubMenuOnClick = */ false, FSlateIcon(FAppStyle::GetAppStyleSetName(), "EditorViewport.GroupLODColorationMode"));
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3759273) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3722141 by Aaron.McLeran #jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager. - Will allow for sequencer recorder to record multiple audio streams, one for each actor Change 3726096 by Ori.Cohen Fixed welded bodies with negative scale not using the mirrored convex hull #jira UE-51647 Change 3726233 by Ori.Cohen Make sure RT doesn't try to create a physics mesh when debug drawing #jira UE-51721 Change 3726254 by Aaron.McLeran Fixing typo in GetCustomSpatializationSettingsClass interface Change 3728295 by Ori.Cohen Fix incorrect lock upgrading Change 3728516 by Benn.Gallagher Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints. #jira UE-51414 Change 3728522 by Benn.Gallagher Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes. #jira UE-50087 Change 3728853 by Benn.Gallagher [NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat. Change 3729031 by Ethan.Geller #jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation. Change 3729910 by Benn.Gallagher Fix for crashes editing destructible meshes caused by stale render data Change 3729921 by James.Golding - Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead - Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets - Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well - Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors - Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors - Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh - Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport #jira UEAP-167 Change 3730054 by Martin.Wilson Live Link: Add ability for sources to define their own settings Change 3730134 by Jurre.deBaare Editor crashes when opening animcompression setting on an alembic file #jira UE-51840 #fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import #misc cleaned up comment Change 3730428 by Thomas.Sarkanen Fix copy/paste in the physics asset editor When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations. Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling. Also allow multi-paste of constraints/bodies. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730464 by Thomas.Sarkanen Fixed copy/paste not working when the skeleton tree has focus The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730511 by Jurre.deBaare Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313] #jira UE-48988 Change 3730685 by Benn.Gallagher Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered. #jira UE-51508 Change 3731560 by Aaron.McLeran Removing gaurd on spatialization plugin settings and renaming enumerations Change 3731714 by Ori.Cohen Added the ability to profile scene query hitches. Change 3731725 by Ori.Cohen Change scene query hitch threshold to 50us by default Change 3731770 by Ethan.Geller Fix signed/unsigned comparison. Change 3731777 by Ethan.Geller Suppress static analysis warning. Change 3732145 by Thomas.Sarkanen [Duplicated from 4.18.1] Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB Also fixed a selection issue that was exposed when this crash was fixed, #jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate Change 3732176 by Thomas.Sarkanen Fixed hang when selecting all bodies or constraints in a physics asset Implements a better fix for CL 3721129 #jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset Change 3732177 by Thomas.Sarkanen Fix crash when pasting properties in Physics Asset Editor Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range. #jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies Change 3732492 by Martin.Wilson Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging #Jira UE-51794 Change 3732672 by Thomas.Sarkanen Refactor view menus in animation editors Moves show menu and buffer visualizations into a new CommonMenuExtensions module. Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name. All character-specific stuff is now in a "Character" menu. Original changes by Jonathan.Poncelet #jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports Change 3732860 by Thomas.Sarkanen Fix CIS errors/warnings Change 3732877 by Thomas.Sarkanen Fix missing Physics menu Merge error on my part Change 3733113 by Ori.Cohen Fix CIS Change 3734859 by Thomas.Sarkanen Fix crash when opening a physics asset that uses a preview mesh with no skeleton #jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81] Change 3736693 by Ethan.Geller Added ability for submixes to define their own channel format. Written by aaron.mcleran Change 3737943 by James.Golding Fix crash when right-clicking during section selection in skel mesh tools #jira UE-51873 Change 3738337 by Benn.Gallagher Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices. #jira UE-51921 Change 3738404 by Lina.Halper Add comment for bImportBoneTrack option in FBX importer Change 3738816 by Benn.Gallagher Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren) Change 3738960 by Ethan.Geller Fix Linux compiler errors for implicit enum casting Change 3739214 by Lina.Halper - Removed unnecessary Initialize - Make sure invalidate the other part if not used (socket->bone or bone->socket) #jira: UE-51931 Change 3739215 by Lina.Halper compile error - added one more ) when pasted to the other line Change 3739442 by Lina.Halper pose asset crash when skeleton changes #jira: UE-52036 Change 3739795 by Ethan.Geller fix linux build with implicit enum class casts, pt 2 Change 3740553 by James.Golding Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint #jira UE-47566 Change 3740560 by James.Golding - Don't rebuild render data on SkeletalMesh interactive property changes - Remove unnecessary render resource release in SkeletalMesh PreEditChange #jira UE-51652 Change 3740562 by James.Golding Extensibility improvements to PhysicsAssets (from NVIDIA) Change 3740563 by James.Golding PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster) #jira UE-50546 Change 3740564 by James.Golding PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc) #jira UE-51761 Change 3740587 by Benn.Gallagher CIS fixes for non-cloth platforms and initialization order fix Change 3740658 by Thomas.Sarkanen Update cloth appropriately in the physics asset editor When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation. Reset simulation when making more 'major' potential changes (adding/removing collision etc.) Optionally reset cloth when simulation starts/stops in the physics asset editor #jira UE-50949 - Phat Editor with cloth collisions #jira UE-48779 - Ability to reset clothing during physics simulation #jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth Change 3743354 by Benn.Gallagher CIS Fix Change 3743419 by Thomas.Sarkanen Preview buttons are now present where applicable Preview mesh button reordered to be consistent with other anim editors. Preview animation re-instated where applicable. Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout #jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons Change 3743529 by Thomas.Sarkanen Moved constraint and physical anim profile indicators to the top of the details panel Indicators now show assignment status. #jira UE-50895 - Constraint Profiles requests Change 3743604 by Jurre.deBaare Duplicating from 4.18.1: [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951] #fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well #jira UE-51917 Change 3743757 by Lina.Halper Adding more ensure to detect NaN Change 3743791 by Ori.Cohen Fix CIS and stack size issues Change 3744008 by Benn.Gallagher Gravity override support for clothing interactor. #jira UE-51014 Change 3744439 by Michael.Karambelas Updating and investigating CableActor automation tests Change 3744566 by Martin.Wilson Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded. #jira UE-49335 Change 3745963 by Martin.Wilson Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time #Jira UE-52044 Change 3748585 by Aaron.McLeran Fixing crash when loading editor with synth components. Change 3749071 by Aaron.McLeran Fixing ambisonics submix format Change 3749969 by Danny.Bouimad Updating TM-AnimPhys to be more performant on Switch Change 3750103 by Danny.Bouimad Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052) Change 3754465 by Ethan.Geller Fixing panning in audio mixer after submix format feature Change 3755637 by Lina.Halper Back out changelist 3739214 - still add back invalidation #jira: UE-52159 Change 3756385 by Lina.Halper - Adding ground truth for the cable component test map - Disabled first test as it has BP none access warning #jira: UE-52370 Change 3756707 by Ethan.Geller fix potential mem leak in mixer source Change 3757148 by Aaron.McLeran Fixing surround sound bugs due to recent changes to submix format. Change 3757583 by Aaron.McLeran Fix cook with synth component Change 3758477 by Danny.Bouimad Fixing Disabled cable actor test, checking in screenshots for a disabled test. Change 3758873 by Ethan.Geller #jira UE-52389 Remove assert on getting a hash for a unique net id. [CL 3759284 by Marc Audy in Main branch]
2017-11-15 16:13:28 -05:00
}
if (GEnableGPUSkinCache)
{
Section.AddSubMenu(
"VisualizeGPUSkinCacheViewMode",
LOCTEXT("VisualizeGPUSkinCacheViewModeDisplayName", "GPU Skin Cache"),
LOCTEXT("GPUSkinCacheVisualizationMenu_ToolTip", "Select a mode for GPU Skin Cache visualization."),
FNewMenuDelegate::CreateStatic(&FGPUSkinCacheVisualizationMenuCommands::BuildVisualisationSubMenu),
FUIAction(
FExecuteAction(),
FCanExecuteAction(),
FIsActionChecked::CreateLambda([this]()
{
const TSharedRef<SEditorViewport> ViewportRef = Viewport.Pin().ToSharedRef();
const TSharedPtr<FEditorViewportClient> ViewportClient = ViewportRef->GetViewportClient();
check(ViewportClient.IsValid());
return ViewportClient->IsViewModeEnabled(VMI_VisualizeGPUSkinCache);
})
),
EUserInterfaceActionType::RadioButton,
/* bInOpenSubMenuOnClick = */ false,
FSlateIcon(FAppStyle::GetAppStyleSetName(), "EditorViewport.VisualizeGPUSkinCacheMode")
);
}
}
// Auto Exposure
{
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
const FEditorViewportCommands& BaseViewportCommands = FEditorViewportCommands::Get();
TSharedRef<SWidget> FixedEV100Menu = Viewport.Pin()->BuildFixedEV100Menu();
TSharedPtr<FEditorViewportClient> EditorViewPostClient = Viewport.Pin()->GetViewportClient();
const bool bIsLevelEditor = EditorViewPostClient.IsValid() && EditorViewPostClient->IsLevelEditorClient();
FToolMenuSection& Section = Menu->AddSection("Exposure", LOCTEXT("ExposureHeader", "Exposure"));
Section.AddMenuEntry(bIsLevelEditor ? BaseViewportCommands.ToggleInGameExposure : BaseViewportCommands.ToggleAutoExposure);
Section.AddEntry(FToolMenuEntry::InitWidget("FixedEV100", FixedEV100Menu, LOCTEXT("FixedEV100", "EV100")));
}
}
}
#undef LOCTEXT_NAMESPACE