Files
UnrealEngineUWP/Engine/Source/Editor/ViewportInteraction/ViewportInteractor.cpp

918 lines
33 KiB
C++
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ViewportInteractor.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CollisionQueryParams.h"
#include "Components/PrimitiveComponent.h"
#include "Editor.h"
#include "ViewportWorldInteraction.h"
#include "ViewportInteractableInterface.h"
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
#include "MouseCursorInteractor.h"
#include "ScopedTransaction.h"
#include "DrawDebugHelpers.h"
#include "EngineUtils.h"
#include "ActorTransformer.h"
#include "Engine/Selection.h"
#define LOCTEXT_NAMESPACE "ViewportInteractor"
namespace VI
{
static FAutoConsoleVariable GrabberSphereRadius( TEXT( "VI.GrabberSphereRadius" ), 12.0f, TEXT( "In radial mode, the radius of the sphere used to select and interact" ) );
static FAutoConsoleVariable GrabberSphereOffset( TEXT( "VI.GrabberSphereOffset" ), 2.0f, TEXT( "Offset from the controller origin that the grabber sphere should be centered at" ) );
static FAutoConsoleVariable LaserPointerMaxLength( TEXT( "VI.LaserPointerMaxLength" ), 30000.0f, TEXT( "Maximum length of the laser pointer line" ) );
static FAutoConsoleVariable DragHapticFeedbackStrength( TEXT( "VI.DragHapticFeedbackStrength" ), 1.0f, TEXT( "Default strength for haptic feedback when starting to drag objects" ) ); //@todo ViewportInteraction: Duplicate from ViewportWorldInteraction
static FAutoConsoleVariable SelectionHapticFeedbackStrength( TEXT( "VI.SelectionHapticFeedbackStrength" ), 0.5f, TEXT( "Default strength for haptic feedback when selecting objects" ) );
static FAutoConsoleVariable LaserPointerRetractDuration( TEXT( "VI.LaserPointerRetractDuration" ), 0.2f, TEXT( "How fast the laser pointer should extend or retract" ) );
static FAutoConsoleVariable AllowLaserSmooth(TEXT("VI.AllowLaserSmooth"), 1, TEXT("Allow laser smoothing using one euro"));
static FAutoConsoleVariable LaserSmoothLag(TEXT("VI.LaserSmoothLag"), 0.007f, TEXT("Laser smooth lag"));
static FAutoConsoleVariable LaserSmoothMinimumCutoff(TEXT("VI.LaserSmoothMinimumCutoff"), 0.9f, TEXT("Laser smooth lag"));
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
UViewportInteractor::UViewportInteractor() :
Super(),
InteractorData(),
KeyToActionMap(),
WorldInteraction( nullptr ),
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
OtherInteractor( nullptr ),
bAllowGrabberSphere( true ),
bCanCarry( false ),
SavedLaserPointerEnd()
{
CurrentHitResultGizmoFilterMode = EHitResultGizmoFilterMode::All;
SmoothingOneEuroFilter = ViewportInteractionUtils::FOneEuroFilter(VI::LaserSmoothMinimumCutoff->GetFloat(), VI::LaserSmoothLag->GetFloat(), 1.0f);
}
FViewportInteractorData& UViewportInteractor::GetInteractorData()
{
return InteractorData;
}
void UViewportInteractor::SetWorldInteraction( UViewportWorldInteraction* InWorldInteraction )
{
WorldInteraction = InWorldInteraction;
}
UViewportWorldInteraction* UViewportInteractor::GetWorldInteraction() const
{
return WorldInteraction;
}
void UViewportInteractor::SetOtherInteractor( UViewportInteractor* InOtherInteractor )
{
OtherInteractor = InOtherInteractor;
}
void UViewportInteractor::RemoveOtherInteractor()
{
OtherInteractor = nullptr;
}
UViewportInteractor* UViewportInteractor::GetOtherInteractor() const
{
return OtherInteractor;
}
void UViewportInteractor::Shutdown_Implementation()
{
KeyToActionMap.Empty();
WorldInteraction = nullptr;
OtherInteractor = nullptr;
}
void UViewportInteractor::Tick_Implementation( const float DeltaTime )
{
}
void UViewportInteractor::OnStartDragging( const FVector& HitLocation, const bool bIsPlacingNewObjects )
{
// If the user is holding down the modifier key, go ahead and duplicate the selection first. Don't do this if we're
// placing objects right now though.
if( IsModifierPressed() && !bIsPlacingNewObjects )
{
// Only duplicate selected objects if we're using the "actor" transformer. Other transformable types might not support duplication!
if( Cast<const UActorTransformer>( WorldInteraction->GetTransformer() ) != nullptr )
{
WorldInteraction->Duplicate();
}
}
}
class UActorComponent* UViewportInteractor::GetLastHoverComponent()
{
return InteractorData.LastHoveredActorComponent.Get();
}
void UViewportInteractor::AddKeyAction( const FKey& Key, const FViewportActionKeyInput& Action )
{
KeyToActionMap.Add( Key, Action );
}
void UViewportInteractor::RemoveKeyAction( const FKey& Key )
{
KeyToActionMap.Remove( Key );
}
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
bool UViewportInteractor::HandleInputKey( FEditorViewportClient& ViewportClient, const FKey Key, const EInputEvent Event )
{
bool bHandled = false;
FViewportActionKeyInput* Action = KeyToActionMap.Find( Key );
if ( Action != nullptr ) // Ignore key repeats
{
if ( Action->bIsAxis )
{
UE_LOG(LogInput, Warning, TEXT("UViewportInteractor: %s registered as axis but handled as key"), *Action->ActionType.ToString());
Action->bIsAxis = false;
}
Action->Event = Event;
if( !bHandled )
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
{
// Give the derived classes a chance to update according to the input
PreviewInputKey( ViewportClient, *Action, Key, Event, bHandled );
}
if (!bHandled)
{
// Here we try to call an BP overridden function. This is cut down to not include non BP friendly classes.
HandleInputKey_BP( *Action, Key, Event, bHandled );
}
FHitResult HitResult = GetHitResultFromLaserPointer(nullptr, CurrentHitResultGizmoFilterMode);
if( !bHandled )
{
// "Preview" the event first. This gives a first chance for systems to intercept the event regardless of registration order.
WorldInteraction->OnPreviewInputAction().Broadcast( ViewportClient, this, *Action, Action->bIsInputCaptured, bHandled );
}
if( !bHandled )
{
// Prefer transform gizmo interactions over anything else
const bool bPressedTransformGizmo =
Event == IE_Pressed &&
HitResult.HitObjectHandle.IsValid() &&
HitResult.HitObjectHandle == WorldInteraction->GetTransformGizmoActor() &&
Action->ActionType == ViewportWorldActionTypes::SelectAndMove;
if( !bPressedTransformGizmo )
{
// Give subsystems a chance to handle actions for this interactor
WorldInteraction->OnViewportInteractionInputAction().Broadcast( ViewportClient, this, *Action, Action->bIsInputCaptured, bHandled );
}
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
}
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3195953) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3195953 on 2016/11/12 by Leslie.Nivison Rollback //UE4/Release-4.14/Engine/Plugins/Runtime/Nvidia to changelist 3193712 New GameWorks license from NVIDIA #jira UEPROD-900 Change 3195944 on 2016/11/12 by Leslie.Nivison Removing GameWorks SDK license until we get a new one from NVIDIA #jira UEPROD-900 Change 3195942 on 2016/11/11 by Chris.Gagnon Removing Ansel from 4.14 until revised EULA is handle. #jira UE-none Change 3195431 on 2016/11/11 by Mitchell.Wilson Rebuilt lighting in subway reflections sample #jira UE-38538 Change 3195080 on 2016/11/11 by mason.seay Extended floor to allow more driving space #jira UE-29618 Change 3194886 on 2016/11/11 by Chris.Babcock Correct handling for 6x6 blocksize in ASTC compressor #jira UE-38513 #ue4 #android Change 3193712 on 2016/11/10 by Leslie.Nivison Updating Ansel TPS info per NVIDIA response #jira UEPROD-900 Change 3193691 on 2016/11/10 by Lina.Halper #jira: UE-38488 Change 3193532 on 2016/11/10 by Lauren.Ridge Fix to keep the user in VR editing mode after leaving VR PIE. #jira UE-38317 Change 3193468 on 2016/11/10 by Leslie.Nivison Removing unneeded license #jira UEPROD-900 Change 3193465 on 2016/11/10 by Leslie.Nivison Updating credits for 4.14 #jira UEPROD-902 Change 3193416 on 2016/11/10 by Daniel.Lamb Changed default of exclude editor only content flag. #jira UE-38455 Change 3193399 on 2016/11/10 by Mitchell.Wilson Applied correct material to certain LODs of tree meshes in KiteDemo #jira UE-38472 Change 3193049 on 2016/11/10 by Thomas.Sarkanen Fix disappearing mesh on undo in skeletal mesh editor Also fixes crash on undo in morph target panel #jira UE-38430 - Undo in Skeletal Mesh Editor causes model to disappear #jira UE-38437 - Crash when Undo after editing a weight in Morph Target Previewer Change 3192655 on 2016/11/09 by Ryan.Vance #jira UE-37238 Pulling in 3164679 and 3169467 which didn't make the 4.14 cut. Also changed to a full inverse for InvTranslatedViewProjectionMatrix in FViewMatrices::UpdateViewMatrix. Change 3192613 on 2016/11/09 by Leslie.Nivison Updating licenses due to TPS version updates. Logging undocumented TPS per engine audit #jira UEPROD-900 Change 3192197 on 2016/11/09 by Daniel.Wright Added SUPPORT_CONTACT_SHADOWS, only standard deferred lighting supports it. Fixes scene depth texture bound in forward shading base pass. #jira UE-38340 Change 3192182 on 2016/11/09 by Rolando.Caloca UE4.14 - Fix recompute tangents not working when skin cache is enabled #jira UE-38398 Change 3191695 on 2016/11/09 by Chris.Wood Editor heartbeat changes for 4.14 [AN-1003] - Make Editor heartbeat 1min [UE-38417] - Editor heartbeat changes (vanilla editor, new interval, debugger attached) Also added IsDebugger, IsVanilla and IntervalSec to Editor.Usage.Heartbeat #jira UE-38417 Change 3191437 on 2016/11/09 by Jack.Porter Fix for LandscapeInfo crash when using Force Delete #jira UE-37172 Change 3191033 on 2016/11/08 by Leslie.Nivison Adding licenses for marketplace plugins #jira UEPROD-901 Change 3191028 on 2016/11/08 by Leslie.Nivison Updating licenses due to TPS version updates. Logging undocumented TPS per engine audit #jira UEPROD-900 Change 3190632 on 2016/11/08 by mason.seay Updated testmap and assets #jira UE-29618 Change 3190624 on 2016/11/08 by Jamie.Dale Fixed case where FHTML5TargetPlatform::RefreshHTML5Setup could incorrectly add an empty device Changes to UStrProperty::ExportTextItem caused FParse::Value to (correctly) read an empty string for DevicePath which passed the DirectoryExists check (where it would have previously read "))" which would fail that check). #jira UE-38157 Change 3190443 on 2016/11/08 by Josh.Adams - Somehow checking in my tested shelf messed up #jira UE-38304 Change 3190354 on 2016/11/08 by Josh.Adams - Vulkan now always being compiled in, if the SDK exists. Compiling not dependent on project settings #jira UE-38304 Change 3190123 on 2016/11/08 by zachary.wilson Updating testing content for sureface per-pixel improvements #jira UE-29618 Change 3190113 on 2016/11/08 by Alexis.Matte Make sure the default light map channel is 1 and not 0 #jira UE-35627 Change 3190102 on 2016/11/08 by Dmitry.Rekman Linux: default to binned everywhere (UE-38287). - Fixes suspicious crashes happening in uncooked build. Workaround, needs separate investigation. #jira UE-38287 Change 3190000 on 2016/11/08 by Allan.Bentham Removed old protostar loadmap hack. #jira UE-38342 Change 3189914 on 2016/11/08 by Allan.Bentham Fix vulkan crash when rendering sky capture. Fix crash when rendering LDR scene capture on device. #jira UE-38291 Change 3189861 on 2016/11/08 by Thomas.Sarkanen Fix out of bounds access when using hidden bones with master pose components Code was trying to to access the ReferenceToLocal array using a parent index from the master pose component. Now changed to only use indices known to be valid (i.e. this component's) to index the ReferenceToLocal array. Bone visibility is still master-authoratitive. #jira UE-38214 - [CrashReport] UE4Editor_Engine!UpdateRefToLocalMatrices() [skeletalrender.cpp:238] Change 3189370 on 2016/11/07 by Daniel.Wright Only check transform mismatches for static lighting in UStaticMeshComponent::ApplyComponentInstanceData on components that actually can have static lighting #jira UE-38272 Change 3189358 on 2016/11/07 by Mark.Satterthwaite Intel Metal drivers can no longer compile our compute shaders reliably meaning Intel Macs must always use Metal SM4 as otehrwise they will crash. #jira UE-38299 Change 3189273 on 2016/11/07 by Rolando.Caloca UE4.14 - Integrate fix from 3161219 #jira UE-38270 Change 3189084 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3188636 on 2016/11/07 by Allan.Bentham use glVertexAttribIPointer only on ES3.1 enabled projects. #jira UE-38241 Change 3188596 on 2016/11/07 by Yannick.Lange VR Editor: Fix crash when closing window while in VR Editor #jira UE-37995 Change 3188433 on 2016/11/07 by Matthew.Griffin Add starter content .upack files to starter_content tag so that they should still be installed if templates/feature packs option is de-selected in the Launcher Change 3187739 on 2016/11/04 by Mitchell.Wilson Updating DefautlEditor and DefaultEngine ini to correct path to VehicleMenu level. #jira UE-29748 Change 3187536 on 2016/11/04 by Martin.Wilson Fix for "Renaming a montage section via its details panel doesn't update the section correctly" #jira UE-35929 Change 3187499 on 2016/11/04 by zachary.wilson Checking in content fixes for Lighting Scenarios test level #jira UE-29618 Change 3187492 on 2016/11/04 by mason.seay Updated map to improve testing #jira UE-29618 Change 3187438 on 2016/11/04 by Nick.Shin fix html5 port number for cook-on-the-fly option #jira UE-38032 - Quicklaunch HTML5 fails on Chrome. Browser returns "This site can't be reached 127.0.0.1 refused to connect" Change 3187305 on 2016/11/04 by Martin.Wilson Fix log spam from animation sequence thumbnails #jira UE-38224 Change 3187260 on 2016/11/04 by Lauren.Ridge Fix for crash on opening a level in VR Editing mode. When closing VREditorMode for a level load, HMD no longer leaves stereo mode. #jira UE-32541 Change 3187224 on 2016/11/04 by Robert.Manuszewski Proper fix for a crash when launching BP-only project from the Editor with EDL enabled (does not modify UE4Game target binaries) #jira UE-37617 Change 3187136 on 2016/11/04 by Alexis.Matte Fbx importer for static mesh, make sure that we order the materials array to follow the section order. #jira UE-38242 Change 3187065 on 2016/11/04 by Mitchell.Wilson Updated BP_Commentary_Box to resolve warnings with array if the box opens then closes before the text is rendered. #jira UE-38266 Change 3187056 on 2016/11/04 by Mike.Beach Guarding against a rare crash that occurs when compiling a Blueprint after hot-reload. GUnrealEd was null, which is concerning (as it could have resounding effects in other systems), but as I could not repro it more than once (to figure it out more) I simply guarded the use of a null pointer here. #jira UE-38198 Change 3187040 on 2016/11/04 by Matthew.Griffin Corrected path to DotNETCommon folder Exclude all editor plugin pdbs from stripping #jira UE-37072 Change 3186984 on 2016/11/04 by Marc.Audy Fix crash when null component considered #jira UE-36493 Change 3186600 on 2016/11/04 by Max.Chen Sequencer: Fix crash in sequencer editor mode. #jira UE-38205 Change 3186564 on 2016/11/04 by Nick.Shin checking in latest physx libs for html5 #jira UE-38179 HTML5 Player falls through world on Firefox 64-bit Change 3186258 on 2016/11/03 by Nick.Shin fix for automation build to handle deleting of windows x86 & x64 libs properly #jira UE-38179 HTML5 Player falls through world on Firefox 64-bit Change 3186225 on 2016/11/03 by Lauren.Ridge Fix for foliage brush not showing up until after first motion controller click. #jira UE-38002 Change 3186100 on 2016/11/03 by Chris.Babcock Update local notifications to deal with depreciated API #jira UE-38236 #ue4 #android Change 3186074 on 2016/11/03 by Mitchell.Wilson Rebuilt lighting in Content Examples Welcome level #jira UE-38239 Change 3185923 on 2016/11/03 by Lina.Halper Fixed issue with animation not ticking in inactive world causing it to update parent animation #jira: UE-37933 Change 3185764 on 2016/11/03 by Mitchell.Wilson Updating deprecated node in MyCharacter_UMG. #jira UE-38229 Change 3185683 on 2016/11/03 by Nick.Shin non SSE2 version of PhysX for HTML5 #jira UE-38179 HTML5 Player falls through world on Firefox 64-bit Change 3185492 on 2016/11/03 by Ben.Woodhouse Workaround for very high render query memory overhead on D3D12. Add a cvar to limit timestamp queries allocated by the GPU profiler in a given frame. On D3D12 this limit is 1024 - other RHIs remain unbounded. Currently render queries are 64KB each on D3D12, so this prevents high memory overhead on particular frames, e.g when we render a large number of reflection captures. In practice, most frames are under 400 queries, so in practice we shouldn't hit the limit except in extreme cases. #jira UE-38139 Change 3185481 on 2016/11/03 by Dmitry.Rekman Remove version number from Linux README (UE-38059). #jira UE-38059 Change 3185322 on 2016/11/03 by Ryan.Gerleve Allow path names in NetFieldExportGroups to be remapped on the client. #jira UE-37990 Change 3185293 on 2016/11/03 by Matthew.Griffin Exclude UnrealControls and iPhonePackager from Build Tools CS node on non-Windows platforms as they don't compile #jira UE-34016 Change 3185252 on 2016/11/03 by Michael.Trepka Properly revert to OpenGL on Macs that do not support Metal #jira UE-38190 Change 3184835 on 2016/11/03 by Jurre.deBaare Crash when using undo in the preview scene settings of Persona #fix Ensure that the profile index is valid after undo-ing #misc Added transactions for adding/remove of the profiles #jira UE-38142 Change 3184833 on 2016/11/03 by Jack.Porter Fixed crash when ENABLE_VERIFY_GL and r.MobileOnChipMSAA is enabled on Android #jira UE-38186 Change 3184418 on 2016/11/02 by Ryan.Vance #jira UE-38161 Adding ISceneViewExtension::UsePostInitView which will be used to enable/disable the usage of PostRenderViewFamily_RenderThread and PostRenderView_RenderThread which was added earlier. We need to enable this behavior based on the hmd's compositor behavior, so a simple cvar wont work. I missed the PostPresent implementation for steamvr in the earlier check in. Change 3184286 on 2016/11/02 by Dan.Oconnor Fix for IsValidLowLevel check being rotten. More correct fix will go into Dev-BP, but this is a low risk stop-gap #jira UE-38149 Change 3184283 on 2016/11/02 by Arne.Schober DR - UE-38155 replicated MS CL 3183837 - PSO Dangling Pointers: The PSO cache was returning pointers out of a Map which is based on a sparse Array and those pointers could become invalid if other insertions happen. #jira UE-38155 Change 3184244 on 2016/11/02 by Richard.Ugarte #jira UE-37534 Checking in updated UE4_Demo_Head_D on behalf of MikeB Change 3184171 on 2016/11/02 by Michael.Trepka Made Mac CrashReportClient high-DPI aware and fixed high-DPI handling in FMacWindow::IsPointInWindow() #jira UE-37697 Change 3184126 on 2016/11/02 by Lauren.Ridge VR Editor: Fixes for foliage painting only working on one controller, and for full press not painting foliage. #jira UE-38147 #jira UE-38002 Change 3183997 on 2016/11/02 by Mitchell.Wilson Scaled and Rotated 3d Widget to the correct position on example 2.3 in Content Examples UMG. Adjusted collision on example 1.4 in Content Examples Physics. Updated collision on SM_ExampleMesh_Rocket. Realigned some text render actors in Content Examples Post Process. #jira UE-38099 UE-38078 UE-38064 Change 3183945 on 2016/11/02 by Mieszko.Zielinski Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4 #jira UE-38137 Change 3183906 on 2016/11/02 by Nick.Shin for OSX (release-4.14 stream): new OSX clang (from emscripten tool chain) configured by jukka from Mozilla see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from fixes for OSX -- update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk #jira UE-37329 - Step 'Compile UE4Game HTML5' - 300 Warnings Change 3183899 on 2016/11/02 by Mieszko.Zielinski Fixed EQS debugger not drawing item labels #UE4 #jira UE-38122 Change 3183239 on 2016/11/02 by Peter.Sauerbrei fix for mobile provision with UUID only filename being allowed again by copying them to a new file name which allows them to be used. #jira UE-38006 Change 3183149 on 2016/11/02 by Luke.Thatcher [RELEASE] [SHOOTERGAME] [!] Fix "Is Talking" icon on ShooterGame scoreboard, after PS4 OSS refactor. - ShooterGame was comparing FUniqueNetId::ToString() against AShooterPlayerState::GetShortPlayerName(). - This is wrong, since the NetId is not guaranteed to be equal to the player's name. #jira UE-38011 Change 3183005 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [^] Merging (as edit) PS4 OSS fixes from Engine to OrionGame. #jira UE-38017 UE-38020 Original Changelists: 3182765 [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together". 3182766 [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario: - Two users join a session on two separate PS4s. - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4. - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled. 3182767 [RELEASE] [PS4] [!] Fix PS4 session invitations. - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed. - Replaced with NpToolkit2's session invitation API. 3182892 [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS. - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState(). - GetAuthToken is only called if the engine calls IOnlineIdentity::Login(). 3182951 [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). Change 3182992 on 2016/11/02 by Nick.Darnell UMG Editor - Fixing a regression with the editor, closing the sequencer tab and reopening the editor should no longer cause a crash. #jira UE-38098 Change 3182951 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). #jira UE-38017 [CL 3201696 by Matthew Griffin in Main branch]
2016-11-17 04:29:30 -05:00
if(!bHandled)
{
// Give the derived classes a chance to update according to the input
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
HandleInputKey( ViewportClient, *Action, Key, Event, bHandled );
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3195953) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3195953 on 2016/11/12 by Leslie.Nivison Rollback //UE4/Release-4.14/Engine/Plugins/Runtime/Nvidia to changelist 3193712 New GameWorks license from NVIDIA #jira UEPROD-900 Change 3195944 on 2016/11/12 by Leslie.Nivison Removing GameWorks SDK license until we get a new one from NVIDIA #jira UEPROD-900 Change 3195942 on 2016/11/11 by Chris.Gagnon Removing Ansel from 4.14 until revised EULA is handle. #jira UE-none Change 3195431 on 2016/11/11 by Mitchell.Wilson Rebuilt lighting in subway reflections sample #jira UE-38538 Change 3195080 on 2016/11/11 by mason.seay Extended floor to allow more driving space #jira UE-29618 Change 3194886 on 2016/11/11 by Chris.Babcock Correct handling for 6x6 blocksize in ASTC compressor #jira UE-38513 #ue4 #android Change 3193712 on 2016/11/10 by Leslie.Nivison Updating Ansel TPS info per NVIDIA response #jira UEPROD-900 Change 3193691 on 2016/11/10 by Lina.Halper #jira: UE-38488 Change 3193532 on 2016/11/10 by Lauren.Ridge Fix to keep the user in VR editing mode after leaving VR PIE. #jira UE-38317 Change 3193468 on 2016/11/10 by Leslie.Nivison Removing unneeded license #jira UEPROD-900 Change 3193465 on 2016/11/10 by Leslie.Nivison Updating credits for 4.14 #jira UEPROD-902 Change 3193416 on 2016/11/10 by Daniel.Lamb Changed default of exclude editor only content flag. #jira UE-38455 Change 3193399 on 2016/11/10 by Mitchell.Wilson Applied correct material to certain LODs of tree meshes in KiteDemo #jira UE-38472 Change 3193049 on 2016/11/10 by Thomas.Sarkanen Fix disappearing mesh on undo in skeletal mesh editor Also fixes crash on undo in morph target panel #jira UE-38430 - Undo in Skeletal Mesh Editor causes model to disappear #jira UE-38437 - Crash when Undo after editing a weight in Morph Target Previewer Change 3192655 on 2016/11/09 by Ryan.Vance #jira UE-37238 Pulling in 3164679 and 3169467 which didn't make the 4.14 cut. Also changed to a full inverse for InvTranslatedViewProjectionMatrix in FViewMatrices::UpdateViewMatrix. Change 3192613 on 2016/11/09 by Leslie.Nivison Updating licenses due to TPS version updates. Logging undocumented TPS per engine audit #jira UEPROD-900 Change 3192197 on 2016/11/09 by Daniel.Wright Added SUPPORT_CONTACT_SHADOWS, only standard deferred lighting supports it. Fixes scene depth texture bound in forward shading base pass. #jira UE-38340 Change 3192182 on 2016/11/09 by Rolando.Caloca UE4.14 - Fix recompute tangents not working when skin cache is enabled #jira UE-38398 Change 3191695 on 2016/11/09 by Chris.Wood Editor heartbeat changes for 4.14 [AN-1003] - Make Editor heartbeat 1min [UE-38417] - Editor heartbeat changes (vanilla editor, new interval, debugger attached) Also added IsDebugger, IsVanilla and IntervalSec to Editor.Usage.Heartbeat #jira UE-38417 Change 3191437 on 2016/11/09 by Jack.Porter Fix for LandscapeInfo crash when using Force Delete #jira UE-37172 Change 3191033 on 2016/11/08 by Leslie.Nivison Adding licenses for marketplace plugins #jira UEPROD-901 Change 3191028 on 2016/11/08 by Leslie.Nivison Updating licenses due to TPS version updates. Logging undocumented TPS per engine audit #jira UEPROD-900 Change 3190632 on 2016/11/08 by mason.seay Updated testmap and assets #jira UE-29618 Change 3190624 on 2016/11/08 by Jamie.Dale Fixed case where FHTML5TargetPlatform::RefreshHTML5Setup could incorrectly add an empty device Changes to UStrProperty::ExportTextItem caused FParse::Value to (correctly) read an empty string for DevicePath which passed the DirectoryExists check (where it would have previously read "))" which would fail that check). #jira UE-38157 Change 3190443 on 2016/11/08 by Josh.Adams - Somehow checking in my tested shelf messed up #jira UE-38304 Change 3190354 on 2016/11/08 by Josh.Adams - Vulkan now always being compiled in, if the SDK exists. Compiling not dependent on project settings #jira UE-38304 Change 3190123 on 2016/11/08 by zachary.wilson Updating testing content for sureface per-pixel improvements #jira UE-29618 Change 3190113 on 2016/11/08 by Alexis.Matte Make sure the default light map channel is 1 and not 0 #jira UE-35627 Change 3190102 on 2016/11/08 by Dmitry.Rekman Linux: default to binned everywhere (UE-38287). - Fixes suspicious crashes happening in uncooked build. Workaround, needs separate investigation. #jira UE-38287 Change 3190000 on 2016/11/08 by Allan.Bentham Removed old protostar loadmap hack. #jira UE-38342 Change 3189914 on 2016/11/08 by Allan.Bentham Fix vulkan crash when rendering sky capture. Fix crash when rendering LDR scene capture on device. #jira UE-38291 Change 3189861 on 2016/11/08 by Thomas.Sarkanen Fix out of bounds access when using hidden bones with master pose components Code was trying to to access the ReferenceToLocal array using a parent index from the master pose component. Now changed to only use indices known to be valid (i.e. this component's) to index the ReferenceToLocal array. Bone visibility is still master-authoratitive. #jira UE-38214 - [CrashReport] UE4Editor_Engine!UpdateRefToLocalMatrices() [skeletalrender.cpp:238] Change 3189370 on 2016/11/07 by Daniel.Wright Only check transform mismatches for static lighting in UStaticMeshComponent::ApplyComponentInstanceData on components that actually can have static lighting #jira UE-38272 Change 3189358 on 2016/11/07 by Mark.Satterthwaite Intel Metal drivers can no longer compile our compute shaders reliably meaning Intel Macs must always use Metal SM4 as otehrwise they will crash. #jira UE-38299 Change 3189273 on 2016/11/07 by Rolando.Caloca UE4.14 - Integrate fix from 3161219 #jira UE-38270 Change 3189084 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3188636 on 2016/11/07 by Allan.Bentham use glVertexAttribIPointer only on ES3.1 enabled projects. #jira UE-38241 Change 3188596 on 2016/11/07 by Yannick.Lange VR Editor: Fix crash when closing window while in VR Editor #jira UE-37995 Change 3188433 on 2016/11/07 by Matthew.Griffin Add starter content .upack files to starter_content tag so that they should still be installed if templates/feature packs option is de-selected in the Launcher Change 3187739 on 2016/11/04 by Mitchell.Wilson Updating DefautlEditor and DefaultEngine ini to correct path to VehicleMenu level. #jira UE-29748 Change 3187536 on 2016/11/04 by Martin.Wilson Fix for "Renaming a montage section via its details panel doesn't update the section correctly" #jira UE-35929 Change 3187499 on 2016/11/04 by zachary.wilson Checking in content fixes for Lighting Scenarios test level #jira UE-29618 Change 3187492 on 2016/11/04 by mason.seay Updated map to improve testing #jira UE-29618 Change 3187438 on 2016/11/04 by Nick.Shin fix html5 port number for cook-on-the-fly option #jira UE-38032 - Quicklaunch HTML5 fails on Chrome. Browser returns "This site can't be reached 127.0.0.1 refused to connect" Change 3187305 on 2016/11/04 by Martin.Wilson Fix log spam from animation sequence thumbnails #jira UE-38224 Change 3187260 on 2016/11/04 by Lauren.Ridge Fix for crash on opening a level in VR Editing mode. When closing VREditorMode for a level load, HMD no longer leaves stereo mode. #jira UE-32541 Change 3187224 on 2016/11/04 by Robert.Manuszewski Proper fix for a crash when launching BP-only project from the Editor with EDL enabled (does not modify UE4Game target binaries) #jira UE-37617 Change 3187136 on 2016/11/04 by Alexis.Matte Fbx importer for static mesh, make sure that we order the materials array to follow the section order. #jira UE-38242 Change 3187065 on 2016/11/04 by Mitchell.Wilson Updated BP_Commentary_Box to resolve warnings with array if the box opens then closes before the text is rendered. #jira UE-38266 Change 3187056 on 2016/11/04 by Mike.Beach Guarding against a rare crash that occurs when compiling a Blueprint after hot-reload. GUnrealEd was null, which is concerning (as it could have resounding effects in other systems), but as I could not repro it more than once (to figure it out more) I simply guarded the use of a null pointer here. #jira UE-38198 Change 3187040 on 2016/11/04 by Matthew.Griffin Corrected path to DotNETCommon folder Exclude all editor plugin pdbs from stripping #jira UE-37072 Change 3186984 on 2016/11/04 by Marc.Audy Fix crash when null component considered #jira UE-36493 Change 3186600 on 2016/11/04 by Max.Chen Sequencer: Fix crash in sequencer editor mode. #jira UE-38205 Change 3186564 on 2016/11/04 by Nick.Shin checking in latest physx libs for html5 #jira UE-38179 HTML5 Player falls through world on Firefox 64-bit Change 3186258 on 2016/11/03 by Nick.Shin fix for automation build to handle deleting of windows x86 & x64 libs properly #jira UE-38179 HTML5 Player falls through world on Firefox 64-bit Change 3186225 on 2016/11/03 by Lauren.Ridge Fix for foliage brush not showing up until after first motion controller click. #jira UE-38002 Change 3186100 on 2016/11/03 by Chris.Babcock Update local notifications to deal with depreciated API #jira UE-38236 #ue4 #android Change 3186074 on 2016/11/03 by Mitchell.Wilson Rebuilt lighting in Content Examples Welcome level #jira UE-38239 Change 3185923 on 2016/11/03 by Lina.Halper Fixed issue with animation not ticking in inactive world causing it to update parent animation #jira: UE-37933 Change 3185764 on 2016/11/03 by Mitchell.Wilson Updating deprecated node in MyCharacter_UMG. #jira UE-38229 Change 3185683 on 2016/11/03 by Nick.Shin non SSE2 version of PhysX for HTML5 #jira UE-38179 HTML5 Player falls through world on Firefox 64-bit Change 3185492 on 2016/11/03 by Ben.Woodhouse Workaround for very high render query memory overhead on D3D12. Add a cvar to limit timestamp queries allocated by the GPU profiler in a given frame. On D3D12 this limit is 1024 - other RHIs remain unbounded. Currently render queries are 64KB each on D3D12, so this prevents high memory overhead on particular frames, e.g when we render a large number of reflection captures. In practice, most frames are under 400 queries, so in practice we shouldn't hit the limit except in extreme cases. #jira UE-38139 Change 3185481 on 2016/11/03 by Dmitry.Rekman Remove version number from Linux README (UE-38059). #jira UE-38059 Change 3185322 on 2016/11/03 by Ryan.Gerleve Allow path names in NetFieldExportGroups to be remapped on the client. #jira UE-37990 Change 3185293 on 2016/11/03 by Matthew.Griffin Exclude UnrealControls and iPhonePackager from Build Tools CS node on non-Windows platforms as they don't compile #jira UE-34016 Change 3185252 on 2016/11/03 by Michael.Trepka Properly revert to OpenGL on Macs that do not support Metal #jira UE-38190 Change 3184835 on 2016/11/03 by Jurre.deBaare Crash when using undo in the preview scene settings of Persona #fix Ensure that the profile index is valid after undo-ing #misc Added transactions for adding/remove of the profiles #jira UE-38142 Change 3184833 on 2016/11/03 by Jack.Porter Fixed crash when ENABLE_VERIFY_GL and r.MobileOnChipMSAA is enabled on Android #jira UE-38186 Change 3184418 on 2016/11/02 by Ryan.Vance #jira UE-38161 Adding ISceneViewExtension::UsePostInitView which will be used to enable/disable the usage of PostRenderViewFamily_RenderThread and PostRenderView_RenderThread which was added earlier. We need to enable this behavior based on the hmd's compositor behavior, so a simple cvar wont work. I missed the PostPresent implementation for steamvr in the earlier check in. Change 3184286 on 2016/11/02 by Dan.Oconnor Fix for IsValidLowLevel check being rotten. More correct fix will go into Dev-BP, but this is a low risk stop-gap #jira UE-38149 Change 3184283 on 2016/11/02 by Arne.Schober DR - UE-38155 replicated MS CL 3183837 - PSO Dangling Pointers: The PSO cache was returning pointers out of a Map which is based on a sparse Array and those pointers could become invalid if other insertions happen. #jira UE-38155 Change 3184244 on 2016/11/02 by Richard.Ugarte #jira UE-37534 Checking in updated UE4_Demo_Head_D on behalf of MikeB Change 3184171 on 2016/11/02 by Michael.Trepka Made Mac CrashReportClient high-DPI aware and fixed high-DPI handling in FMacWindow::IsPointInWindow() #jira UE-37697 Change 3184126 on 2016/11/02 by Lauren.Ridge VR Editor: Fixes for foliage painting only working on one controller, and for full press not painting foliage. #jira UE-38147 #jira UE-38002 Change 3183997 on 2016/11/02 by Mitchell.Wilson Scaled and Rotated 3d Widget to the correct position on example 2.3 in Content Examples UMG. Adjusted collision on example 1.4 in Content Examples Physics. Updated collision on SM_ExampleMesh_Rocket. Realigned some text render actors in Content Examples Post Process. #jira UE-38099 UE-38078 UE-38064 Change 3183945 on 2016/11/02 by Mieszko.Zielinski Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4 #jira UE-38137 Change 3183906 on 2016/11/02 by Nick.Shin for OSX (release-4.14 stream): new OSX clang (from emscripten tool chain) configured by jukka from Mozilla see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from fixes for OSX -- update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk #jira UE-37329 - Step 'Compile UE4Game HTML5' - 300 Warnings Change 3183899 on 2016/11/02 by Mieszko.Zielinski Fixed EQS debugger not drawing item labels #UE4 #jira UE-38122 Change 3183239 on 2016/11/02 by Peter.Sauerbrei fix for mobile provision with UUID only filename being allowed again by copying them to a new file name which allows them to be used. #jira UE-38006 Change 3183149 on 2016/11/02 by Luke.Thatcher [RELEASE] [SHOOTERGAME] [!] Fix "Is Talking" icon on ShooterGame scoreboard, after PS4 OSS refactor. - ShooterGame was comparing FUniqueNetId::ToString() against AShooterPlayerState::GetShortPlayerName(). - This is wrong, since the NetId is not guaranteed to be equal to the player's name. #jira UE-38011 Change 3183005 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [^] Merging (as edit) PS4 OSS fixes from Engine to OrionGame. #jira UE-38017 UE-38020 Original Changelists: 3182765 [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together". 3182766 [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario: - Two users join a session on two separate PS4s. - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4. - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled. 3182767 [RELEASE] [PS4] [!] Fix PS4 session invitations. - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed. - Replaced with NpToolkit2's session invitation API. 3182892 [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS. - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState(). - GetAuthToken is only called if the engine calls IOnlineIdentity::Login(). 3182951 [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). Change 3182992 on 2016/11/02 by Nick.Darnell UMG Editor - Fixing a regression with the editor, closing the sequencer tab and reopening the editor should no longer cause a crash. #jira UE-38098 Change 3182951 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). #jira UE-38017 [CL 3201696 by Matthew Griffin in Main branch]
2016-11-17 04:29:30 -05:00
}
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
// Start checking on default action implementation
if ( !bHandled )
{
// Selection/Movement
if( Action->ActionType == ViewportWorldActionTypes::SelectAndMove )
{
const bool bIsDraggingWorld = InteractorData.DraggingMode == EViewportInteractionDraggingMode::World;
const bool bIsDraggingWorldWithTwoHands =
OtherInteractor != nullptr &&
( ( InteractorData.DraggingMode == EViewportInteractionDraggingMode::World && GetOtherInteractor()->GetInteractorData().DraggingMode == EViewportInteractionDraggingMode::AssistingDrag ) ||
( GetOtherInteractor()->GetInteractorData().DraggingMode == EViewportInteractionDraggingMode::World && InteractorData.DraggingMode == EViewportInteractionDraggingMode::AssistingDrag ) );
if ( Event == IE_Pressed )
{
// No clicking while we're dragging the world. (No laser pointers are visible, anyway.)
if ( !bIsDraggingWorldWithTwoHands && HitResult.HitObjectHandle.IsValid() )
{
if ( WorldInteraction->IsInteractableComponent( HitResult.GetComponent() ) )
{
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
InteractorData.ClickingOnComponent = HitResult.GetComponent(); // @todo gizmo: Should be changed to store only gizmo components?
AActor* Actor = HitResult.HitObjectHandle.FetchActor();
FVector LaserPointerStart, LaserPointerEnd;
const bool bHaveLaserPointer = GetLaserPointer( /* Out */ LaserPointerStart, /* Out */ LaserPointerEnd );
if (!bHaveLaserPointer)
{
return false;
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3606378) #lockdown Nick.Penwarden #rb na Change 3604978 on 2017/08/23 by Andrew.Grant Fix for OR-42722 from 4.17 branch #!tests compiled #!rb max.chen Change 3604960 on 2017/08/23 by Andrew.Grant Proper fix for OR-43001, removed hack-around. #!tests compiled #!rb max.chen Change 3604881 on 2017/08/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed LostReservation message in tests to info from warning. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3604871 in //Orion/Release-42.3/... via CL 3604878 via CL 3604880 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3604566 on 2017/08/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - return -1 for a test if there's a fatal error. Removed network errors failing tests (should be down to test to determine) Made SoakTest better able to detect failed drafts and incomplete matches #!tests ran multiple soaks and SoloAllHeroes #!rb none #!ROBOMERGE-SOURCE: CL 3604560 in //Orion/Release-42.3/... via CL 3604563 via CL 3604565 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3604181 on 2017/08/23 by David.Ratti Set ULandscapeHeightfieldCollisionComponent to be NetAddressable so that it can be replicated as a movement base without error. OR-42615 #!rb none #!tests pie Change 3603647 on 2017/08/22 by Laurent.Delayen AnimProxy: initialize Actor/Component transforms. #!rb none #!tests lane minion test map Change 3603343 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Added several more stats to the Card Shop stat panel. + Basic Attack Damage + Max Move Speed + Armor Penetration / Percent + Ability Penetration / Percent Added utility function to AbilitySystemComponent to calculate an ability's value with additional Required/Ignore tags and Target tag container (functionality moved from AttributeView) #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!ROBOMERGE-SOURCE: CL 3603172 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3603121 on 2017/08/22 by Laurent.Delayen Added FAnimationRuntime::LerpPosesPerBone #!rb none #!tests lane minions split body anims. Change 3603010 on 2017/08/22 by Laurent.Delayen Draw box around Actor being debugged by 'ShowDebug' command, to help identify what we're viewing. #!rb none #!tests lane minions Change 3602574 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed linux warning #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3602571 in //Orion/Release-42.3/... via CL 3602572 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602396 on 2017/08/22 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Updated Gauntlet log parser for new callstack format Added offline and runtime Gauntlet tests to verify error generation and parsing #!tests ran lots of tests locally #!rb codereviewed #!ROBOMERGE-SOURCE: CL 3601948 in //Orion/Release-42.3/... via CL 3601950 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602373 on 2017/08/22 by Andrew.Grant Fixed compile error #!tests compiled #!rb none Change 3602321 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant LogAssertFailedMessage - Removed callstack dumping from LogAssertFailedMessage (now in StaticFailDebug) - Moved script dumping inside GIsCritial check StaticFailDebug - Now dumps the callstack if supported for non-ensures. This results in PS4 (and other platforms) now displaying a callstack on a Fatal log. - Removed log flush, was redundant - Removed LowLevelOutputDebugStringf. If a platform needs this it can be done later in its error device OutputMultiLineCallstack - Renamed to FDebug::LogFormattedMessageWithCallstack and exposed in headers (calling locations have been updated to remove their extern declarations) - No longer writes into the buffer to format it (!) - LogName is now the first param. If NAME_None it writes using LowLevelOutputDebugString - While writing out error information all callstack likes are prefixed with [Callstack] Added brief documentation about the order of ops for ensures/asserts/fatal logs #!tests ran lots of tests locally #!rb codereviewed #!ROBOMERGE-SOURCE: CL 3601943 in //Orion/Release-42.3/... via CL 3601944 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602316 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed various platform-specific implementations of ProgramCounterToHumanReadableString to return info in a canonical format of address module!func [file:line]. E.g. 0x00416A5F OrionClient.self!FEngineLoop::Tick() [D:\Epic\Orion\Release-Next\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3295] #!tests ran lots of tests locally #!rb codereviewd #!ROBOMERGE-SOURCE: CL 3601940 in //Orion/Release-42.3/... via CL 3601941 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602311 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Sony don't allow exception handling on PS4 so for sometime we've had an issue where crashes have no presence in logs* This change adds postmortem analysis to PS4DevkitUtil. If the OS terminates the process then it process the minidump and writes the cause and the callstack to stdout. As a bonus PS4DevkitUtil can now display cause & callstacks from minidumps via "PS4DevkitUtil postmortem -dump=path\to\crash.orbisdmp" (*if you're lucky the kit may have been setup correctly to submit dumps to crashreporter, it may have actually worked, and you may be able to find it). #!tests run many times on Orion tests #!rb CR #!ROBOMERGE-SOURCE: CL 3601929 in //Orion/Release-42.3/... via CL 3601930 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3599823 on 2017/08/21 by Jian.Ru Allow MaxCascades cvar be set to 0 (should perobject shadow be forced on?) #!jira UE-48468,OR-42749 #!rb Daniel.Wright #!tests editor Change 3598765 on 2017/08/19 by Andrew.Grant Disable regeneration of missing cubemap data in cooked build. Need some way of handling this, but currently this breaks PS4 anytime someone makes a map change and doesn't build lighting... #!review-3598766 @daniel.lamb #!tests ran PS4 successfully #!rb none Change 3597800 on 2017/08/18 by Laurent.Delayen Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary. Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions. FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different). #!rb none #!codereview martin.wilson, lina.halper #!tests minion test lane map Change 3597332 on 2017/08/18 by Laurent.Delayen SkelMeshComponent LOD update only refreshes transforms when rendered. If AnimGraph eval is done, make sure Graph has been updated at least once. Fixes: - Significance Manager setting MinLOD on non recently rendered minions, causing them to refresh bones. - Minions calling eval with graph not updated due to having bUseRefPoseOnInitAnim set. It means it's possible to refresh bones on a graph that has never been updated, causing a crash. #!rb martin.wilson, lina.halper #!codereview martin.wilson, lina.halper #!tests minions test lane map. placing skelmeshes in editor and making sure LOD update works as expected. Change 3597042 on 2017/08/18 by Daniel.Lamb Added onlinesubsystemmcp to the cooksettings blacklist. #!rb Trivial #!test none Change 3596575 on 2017/08/18 by Shaun.Kime Fixing nonunity build issues #!rb none #!tests compiled OrionGame with unity builds disabled Change 3595475 on 2017/08/17 by Andrew.Grant Fixed issue with PS4 asserts not being detected during test shutdown #!tests ran locally #!rb none Change 3595415 on 2017/08/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added check for network failure to tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3595412 in //Orion/Release-42.3/... via CL 3595414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3594725 on 2017/08/17 by Ben.Salem Add "Worst offenders" table and runtime to FX perf reports. #!rb adric.worley #!tests Ran a few FX Perf tests and generated reports. Change 3594195 on 2017/08/17 by Shaun.Kime Integration from Dev-Niagara to Dev-General. Note that this may cause assets to need to be recooked. Please be prepared for longer than normal cook times once syncing past this changelist. #!rb none #!tests preflight'ed change, QA ran multiple soak tests Change 3594177 on 2017/08/17 by Andrew.Grant Fixed issue that was causing exceptions not to be recognized #!tests ran locally #!rb none Change 3594090 on 2017/08/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for mesh desyncing during online play. https://jira.it.epicgames.net/browse/UE-45947 #!rb none #!tests none [CODEREVIEW] zak.middleton #!ROBOMERGE-SOURCE: CL 3590625 in //Orion/Release-42.3/... via CL 3590626 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3594022 on 2017/08/17 by Laurent.Delayen SkeletalMeshComponent::InitAnim - Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state. - Do not call RefreshBoneTransforms if AnimInstance has not been initialized. - Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false. #!rb martin.wilson #!tests minion test lane map. Change 3593972 on 2017/08/17 by Chris.Bunner Duplicating instanced static mesh fixes from Dev-Editor - 3502581, 3570934, 3593597. #!rb None #!tests Editor, -game, PC #!jira UE-48521, OR-42612 Change 3590611 on 2017/08/16 by David.Ratti Spot edigrate CL 3584203 to fix show collision crash in mono 2 #!rb none #!tests compile Change 3590452 on 2017/08/16 by Laurent.Delayen Fix for mesh desyncing during online play. https://jira.it.epicgames.net/browse/UE-45947 #!rb none #!tests none #!codereview zak.middleton Change 3590378 on 2017/08/16 by Laurent.Delayen Integrated CL #!3585145 from Main. >> Fix for https://jira.it.epicgames.net/browse/OR-42337 and https://jira.it.epicgames.net/browse/OR-42338 Don't call UpdateMontageSyncGroup() when doing EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered. Fixed auto ranged iterator. #!rb none #!tests bot match with Twinblast << Change 3590263 on 2017/08/16 by Matt.Kuhlenschmidt Added the ability to remove vertex colors from static meshes from the content browser #!rb none #!tests none #!fyi jordan.walker Change 3590026 on 2017/08/16 by Jurre.deBaare HLOD: When mesh has auto LOD generation disabled it prevents user from dragging meshes to make a cluster #!fix changed the tooltip and error handling for cluster creation, if there is any valid mesh now it will show up as a warning #!jira OR-41584 #!rb none #!test have tested several 'error' meshes which would before prevent the user from creating a cluster, Change 3588580 on 2017/08/15 by Laurent.Delayen Fix for https://jira.it.epicgames.net/browse/OR-42755 #!rb none #!tests bot match Change 3588360 on 2017/08/15 by Charles.Anderson Phat - Fixed up the materials to turn off the Render Before DOF so that we can see what were doing in Phat again. Change 3587983 on 2017/08/15 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up audio issue on the new dawn intro movie #!jira OR-42144 #!rb Max.Preussner #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3581466 in //Orion/Release-42.1/... via CL 3581468 via CL 3581469 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3587746 on 2017/08/15 by Daniel.Lamb Build launcher now has option for custom test. Dumps generated buildcooktest commandline to log when using -interactive for reference. #!rb trivial #!test BuildCookTest with and without test options. Change 3587733 on 2017/08/15 by Daniel.Lamb Reenabled binned 2 stats in not shipping. #!rb Andrew.Grant #!test Paragon editor. Change 3587727 on 2017/08/15 by Daniel.Lamb Removed all the checks to help track down Texture GC issue. #!rb Trivial #!test Paragon editor Change 3584487 on 2017/08/14 by Laurent.Delayen https://jira.it.epicgames.net/browse/OR-42754 making sure this is not firing because of false positives. #!rb none #!tests compiles Change 3582074 on 2017/08/11 by Laurent.Delayen TimeStretchCurve system for AnimMontages. Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling. For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated). This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate. #!rb martin.wilson #!codereview lina.halper, james.golding #!tests wukong primary attacks Change 3582063 on 2017/08/11 by Brian.Fasten Removing Monolith02_LowTest from automated builds until errors can be cleared #!codereview: daniel.lamb #!rb - none #!tests - none Change 3581229 on 2017/08/10 by Lina.Halper - Back out revision 21 from //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Rendering/DrawElements.cpp - Comment out issue that causes crash in the draw box #!jira: UE-48222 #!code review: Jurre.DeBaare, Nick.Darnell, Daniel.Lamb #!rb: Jurre.DeBaare #!tests: building HLOD as specified in the ticket, and anim blueprint graph Change 3577839 on 2017/08/08 by Daniel.Lamb Revert CL 3576931. To fix crash when generating HLOD in Monolith 2. #!rb Andrew.Grant #!test Rebuild HLOD paragon editor #!fyi Lina.Halper Change 3577684 on 2017/08/08 by Andrew.Grant Removed ensure and merged proper fix for crash from UE4/Main (3572777) #!tests #!rb none Change 3577562 on 2017/08/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Potential fix for https://jira.it.epicgames.net/browse/OR-42383 Clear NotifyQueue prior to ticking montages. Also dispatch events right away, since ticking ends here, and no rendering is happening. In the event TickPose() is called directly and Component does not get ticked. #!rb lina.halper [CODEREVIEW] lina.halper, martin.wilson #!tests bot match #!ROBOMERGE-SOURCE: CL 3577071 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3577358 on 2017/08/08 by Harrison.Moore Updating Colorchecker Change 3576931 on 2017/08/08 by Lina.Halper Fix for missing arrowhead of the transition on state machine graph #!rb: Nick.Darnell #!tests: editor Change 3576847 on 2017/08/08 by Jason.Bestimt #!ORION_DG - OR-42361 - Removing assert that was causing crash report client to break (during shipping builds of Paragon due to directories that didn't exist) #!RB: Guillaume.Abadie #!Tests:none Change 3576794 on 2017/08/08 by Laurent.Delayen Removed call to DebugCanvas->Flush_GameThread(); to fix 'showdebug' commands not rendering anymore. #!rb Matt.Kuhlenschmidt #!codereview Matt.Kuhlenschmidt #!tests Ghost in PIE, showdebug animation works. Change 3576302 on 2017/08/08 by Jurre.deBaare Fix for Materials get switched up while building HLODs in case the section order is different than the material order #!rb none #!tests Rebuild problematic clusters in Monolith2 #!fix materials remapping was done using the section index instead of material index in the hlod path (static mesh merge one was fine) Change 3575221 on 2017/08/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 shipping #!tests compiled PS4 shipping #!rb none #!ROBOMERGE-SOURCE: CL 3575112 in //Orion/Release-42.1/... via CL 3575114 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3575165 on 2017/08/07 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/PS4/PS4RHI/Private/GnmManager.cpp -------------------------------------- PS4 GPU time now shows correct values instead of vsync time. #!tests Ran on PS4 #!rb Luke.Thatcher #!ROBOMERGE-SOURCE: CL 3574821 in //Orion/Release-42.1/... via CL 3574823 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574408 on 2017/08/06 by Ben.Salem Switch nightly solo smoke/fx tests to have -unattended on their commandlines. #!rb none #!tests compiled. Change 3574308 on 2017/08/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include session time, MVP, and hitches on new health report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3574305 in //Orion/Release-42/... via CL 3574306 via CL 3574307 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574217 on 2017/08/05 by Jeff.Williams Fixing UAT compile error #!review-3574218 @andrew.grant #!rb na #!tests na Change 3574139 on 2017/08/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3571982 for future v42 patches #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3574136 in //Orion/Release-42/... via CL 3574137 via CL 3574138 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574130 on 2017/08/05 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/SelfTest/Gauntlet.SelfTest.LogParserTest.cs -------------------------------------- Non-shipping Gauntlet changes - Log parser cleanup that provides better access to log channel info, errors, warnings, and ensures Updated BaselinePerf test to record number of units travelled. This should highlight tests where a bot gets blocked :( #!tests ran locally on PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3574116 in //Orion/Release-42/... via CL 3574123 via CL 3574124 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3573197 on 2017/08/04 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Merging //Orion/Release-42.1 to Dev-ContentUpdate (//Orion/Dev-ContentUpdate) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3573179 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3573079 on 2017/08/04 by Andrew.Grant Removed some code that was preventing Wacom from working #!tests #!rb none Change 3572790 on 2017/08/04 by Jurre.deBaare Moving over fixes from 4.17 stream related to HLOD: "UE-47360 Non Uniform baking of HLOD materials causes texture stretching UE-47031 Generating a HLOD cluster with multiple actors that contain lods will not bake correctly" #!rb none #!tests none Change 3572663 on 2017/08/04 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - copy elf files to temp dir and launch from there #!tests ran gauntlet #!rb none #!ROBOMERGE-SOURCE: CL 3572657 in //Orion/Release-42/... via CL 3572659 via CL 3572662 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3572622 on 2017/08/04 by Jurre.deBaare Moving over: "Guard against zero sized boxes being sent to the slate batcher. This was exposed by the clipping changes since zero sized elements would have been previously clipped. #!rb nick.darnell #!jira UE-46919" #!tests none Change 3572428 on 2017/08/04 by Benn.Gallagher Added per-axis inertia and parent dominance settings to physics assets #!rb Thomas.Sarkanen #!tests Shrapnel in editor and -game (seems to be the only character using old inertia scaler for rigid body node) Change 3572142 on 2017/08/04 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Disabling r.Cache.UpdatePrimsTaskEnabled for PS4 due to lock-ups #!tests none #!rb none #!ROBOMERGE-SOURCE: CL 3572139 in //Orion/Release-42/... via CL 3572140 via CL 3572141 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3572133 on 2017/08/04 by Andrew.Grant Merging //UE4/Main/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp to //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp #!tests #!rb none Change 3572065 on 2017/08/03 by Andrew.Grant Fixed bug in Gauntlet parsing of perf data for tests Added perf-parsing test to SelfTest #!tests ran self test #!rb none #!ROBOMERGE: 42.1 Change 3572033 on 2017/08/03 by Andrew.Grant Merging //UE4/Main @ 3571062 through Orion-Staging #!rb none #!tests Engine QA pass Change 3571262 on 2017/08/03 by Uriel.Doyon StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer. Changing the current lighting scenario now triggers an update of the texture streamer. Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer. #!rb none #!tests played monolith2 on PS4 and loaded the map in the editor. Change 3571247 on 2017/08/03 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate Dev-UI -> Release42 Reduced the sensitivity on the slow tick timer warning #!rb Trivial #!test Cooked paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3571239 in //Orion/Release-42/... via CL 3571244 via CL 3571246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3570431 on 2017/08/03 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed a change that was inadvertendly included in a larger fix and seems to be having problems on windows server. #!tests ran windows server locally #!rb none #!ROBOMERGE-SOURCE: CL 3570428 in //Orion/Release-42/... via CL 3570429 via CL 3570430 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3570343 on 2017/08/03 by Jurre.deBaare HLOD: opening a level with HLOD defaults to forcing HLOD on for all clusters #!fix forcing the HLODs to show up in the editor changes the MinDrawDistance of the static mesh component, this was getting saved and not restored during runtime (now does it in PostLoad) #!jira UE-47712 #!rb none #!tests PIE in Editor while having HLOD forced on Change 3570047 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for ensure leading to deadlock #!jira OR-42071 #!tests compiled, ran ShortSoloGame test #!rb none [QAREVIEW] - this fixes the PC locks in OR-42071 and probably the PS4 too, but please recheck both platforms to be sure. #!ROBOMERGE-SOURCE: CL 3570044 in //Orion/Release-42/... via CL 3570045 via CL 3570046 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569932 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Integration from UE4 - fixed a set of critical bugs that would cause rare crashes in the async IO subsystems. #!rb gil.gribb #!tests ran 10x solo games, ran LoadTest, all PS4 #!jira UE-47483 #!ROBOMERGE-SOURCE: CL 3569929 in //Orion/Release-42/... via CL 3569930 via CL 3569931 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569839 on 2017/08/02 by Daniel.Lamb Added the low quality monolith map to the build launcher and cook maps list. #!rb Trivial #!test Compile UAT Change 3569441 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Re-enabled OnlyTickMontagesWhenNotRendered animation optimization, after fixing edge case where 'Evaluate' could be called on out of sync cached data. Only update cached data when the graph will be updated, to ensure we don't have mismatching update and evaluate data. #!rb none [CODEREVIEW] martin.wilson, lina.halper #!tests bot match w/ dedicated server. #!ROBOMERGE-SOURCE: CL 3569235 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569397 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42.1 Support for skins in perf reporting, also report overall test run time. #!rb various #!tests ran with new shallow test maps. #!ROBOMERGE-SOURCE: CL 3568892 in //Orion/Release-42.1/... via CL 3568967 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3568639 on 2017/08/02 by Adric.Worley Add individual FTest enumeration to Orion perf tests Moved methods to run FTests to helper for reuse. Effects perf tests now show individual test cases for more granular runs. All perf tests now do map check and draft logic as setup. #!tests ran updated tests in client/server #!rb ben.salem Change 3568616 on 2017/08/02 by Ben.Salem Switch shallow fx tests to report to their own mailing list. #!rb bob.ferreira #!tests recompiled Change 3568607 on 2017/08/02 by Daniel.Lamb Added staticmeshcomponent to the memreportfull command. #!rb Trivial #!test Paragon Change 3568018 on 2017/08/01 by Ben.Salem Add skin and character name to test reports, and also test runtime. #!rb none #!tests ran steel shallow test Change 3567995 on 2017/08/01 by Bob.Ferreira [FXTests] Updating FXTests and ShallowFXTests to call OnComplete() when doing check point validation. [Gauntlet] Changed InnerTestResult to be protected so that inherited test nodes can modify it. #!rb Ben.Salem #!TESTS Ran local automationtool run on a cooked main build. Change 3567912 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Added support for physical materials in immediate mode #!rb none #!tests none [CODEREVIEW] Benn.Gallagher #!ROBOMERGE-SOURCE: CL 3567865 in //Orion/Release-42/... via CL 3567901 via CL 3567904 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3567594 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Disabling animation optimization until I can fix an edge case. #!rb none #!tests arcade mode #!ROBOMERGE-SOURCE: CL 3567593 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3566953 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Animation Optimization: Added EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered to only update montages when not rendered, instead of doing a whole pose update. This means on dedicated servers we'll only update montages when needed, and not the AnimGraph, which we have no need for. This is also affects non rendered meshes on clients. #!rb martin.wilson [CODEREVIEW] lina.halper, martin.wilson #!tests ghost and wukong networked doing montage abilities. #!ROBOMERGE-SOURCE: CL 3566950 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564610 on 2017/07/31 by Uriel.Doyon Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material. Deprecated previous material data as it was causing some waste. Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases #!rb none #!tests played monolith2 on PS4 Change 3564509 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3613306 by Andrew Grant in Main branch]
2017-08-28 15:13:54 -04:00
bool bCanBeSelected = true;
if ( IViewportInteractableInterface* ActorInteractable = Cast<IViewportInteractableInterface>( Actor ) )
{
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3606378) #lockdown Nick.Penwarden #rb na Change 3604978 on 2017/08/23 by Andrew.Grant Fix for OR-42722 from 4.17 branch #!tests compiled #!rb max.chen Change 3604960 on 2017/08/23 by Andrew.Grant Proper fix for OR-43001, removed hack-around. #!tests compiled #!rb max.chen Change 3604881 on 2017/08/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed LostReservation message in tests to info from warning. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3604871 in //Orion/Release-42.3/... via CL 3604878 via CL 3604880 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3604566 on 2017/08/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - return -1 for a test if there's a fatal error. Removed network errors failing tests (should be down to test to determine) Made SoakTest better able to detect failed drafts and incomplete matches #!tests ran multiple soaks and SoloAllHeroes #!rb none #!ROBOMERGE-SOURCE: CL 3604560 in //Orion/Release-42.3/... via CL 3604563 via CL 3604565 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3604181 on 2017/08/23 by David.Ratti Set ULandscapeHeightfieldCollisionComponent to be NetAddressable so that it can be replicated as a movement base without error. OR-42615 #!rb none #!tests pie Change 3603647 on 2017/08/22 by Laurent.Delayen AnimProxy: initialize Actor/Component transforms. #!rb none #!tests lane minion test map Change 3603343 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Added several more stats to the Card Shop stat panel. + Basic Attack Damage + Max Move Speed + Armor Penetration / Percent + Ability Penetration / Percent Added utility function to AbilitySystemComponent to calculate an ability's value with additional Required/Ignore tags and Target tag container (functionality moved from AttributeView) #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!ROBOMERGE-SOURCE: CL 3603172 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3603121 on 2017/08/22 by Laurent.Delayen Added FAnimationRuntime::LerpPosesPerBone #!rb none #!tests lane minions split body anims. Change 3603010 on 2017/08/22 by Laurent.Delayen Draw box around Actor being debugged by 'ShowDebug' command, to help identify what we're viewing. #!rb none #!tests lane minions Change 3602574 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed linux warning #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3602571 in //Orion/Release-42.3/... via CL 3602572 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602396 on 2017/08/22 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Updated Gauntlet log parser for new callstack format Added offline and runtime Gauntlet tests to verify error generation and parsing #!tests ran lots of tests locally #!rb codereviewed #!ROBOMERGE-SOURCE: CL 3601948 in //Orion/Release-42.3/... via CL 3601950 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602373 on 2017/08/22 by Andrew.Grant Fixed compile error #!tests compiled #!rb none Change 3602321 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant LogAssertFailedMessage - Removed callstack dumping from LogAssertFailedMessage (now in StaticFailDebug) - Moved script dumping inside GIsCritial check StaticFailDebug - Now dumps the callstack if supported for non-ensures. This results in PS4 (and other platforms) now displaying a callstack on a Fatal log. - Removed log flush, was redundant - Removed LowLevelOutputDebugStringf. If a platform needs this it can be done later in its error device OutputMultiLineCallstack - Renamed to FDebug::LogFormattedMessageWithCallstack and exposed in headers (calling locations have been updated to remove their extern declarations) - No longer writes into the buffer to format it (!) - LogName is now the first param. If NAME_None it writes using LowLevelOutputDebugString - While writing out error information all callstack likes are prefixed with [Callstack] Added brief documentation about the order of ops for ensures/asserts/fatal logs #!tests ran lots of tests locally #!rb codereviewed #!ROBOMERGE-SOURCE: CL 3601943 in //Orion/Release-42.3/... via CL 3601944 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602316 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed various platform-specific implementations of ProgramCounterToHumanReadableString to return info in a canonical format of address module!func [file:line]. E.g. 0x00416A5F OrionClient.self!FEngineLoop::Tick() [D:\Epic\Orion\Release-Next\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3295] #!tests ran lots of tests locally #!rb codereviewd #!ROBOMERGE-SOURCE: CL 3601940 in //Orion/Release-42.3/... via CL 3601941 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602311 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Sony don't allow exception handling on PS4 so for sometime we've had an issue where crashes have no presence in logs* This change adds postmortem analysis to PS4DevkitUtil. If the OS terminates the process then it process the minidump and writes the cause and the callstack to stdout. As a bonus PS4DevkitUtil can now display cause & callstacks from minidumps via "PS4DevkitUtil postmortem -dump=path\to\crash.orbisdmp" (*if you're lucky the kit may have been setup correctly to submit dumps to crashreporter, it may have actually worked, and you may be able to find it). #!tests run many times on Orion tests #!rb CR #!ROBOMERGE-SOURCE: CL 3601929 in //Orion/Release-42.3/... via CL 3601930 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3599823 on 2017/08/21 by Jian.Ru Allow MaxCascades cvar be set to 0 (should perobject shadow be forced on?) #!jira UE-48468,OR-42749 #!rb Daniel.Wright #!tests editor Change 3598765 on 2017/08/19 by Andrew.Grant Disable regeneration of missing cubemap data in cooked build. Need some way of handling this, but currently this breaks PS4 anytime someone makes a map change and doesn't build lighting... #!review-3598766 @daniel.lamb #!tests ran PS4 successfully #!rb none Change 3597800 on 2017/08/18 by Laurent.Delayen Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary. Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions. FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different). #!rb none #!codereview martin.wilson, lina.halper #!tests minion test lane map Change 3597332 on 2017/08/18 by Laurent.Delayen SkelMeshComponent LOD update only refreshes transforms when rendered. If AnimGraph eval is done, make sure Graph has been updated at least once. Fixes: - Significance Manager setting MinLOD on non recently rendered minions, causing them to refresh bones. - Minions calling eval with graph not updated due to having bUseRefPoseOnInitAnim set. It means it's possible to refresh bones on a graph that has never been updated, causing a crash. #!rb martin.wilson, lina.halper #!codereview martin.wilson, lina.halper #!tests minions test lane map. placing skelmeshes in editor and making sure LOD update works as expected. Change 3597042 on 2017/08/18 by Daniel.Lamb Added onlinesubsystemmcp to the cooksettings blacklist. #!rb Trivial #!test none Change 3596575 on 2017/08/18 by Shaun.Kime Fixing nonunity build issues #!rb none #!tests compiled OrionGame with unity builds disabled Change 3595475 on 2017/08/17 by Andrew.Grant Fixed issue with PS4 asserts not being detected during test shutdown #!tests ran locally #!rb none Change 3595415 on 2017/08/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added check for network failure to tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3595412 in //Orion/Release-42.3/... via CL 3595414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3594725 on 2017/08/17 by Ben.Salem Add "Worst offenders" table and runtime to FX perf reports. #!rb adric.worley #!tests Ran a few FX Perf tests and generated reports. Change 3594195 on 2017/08/17 by Shaun.Kime Integration from Dev-Niagara to Dev-General. Note that this may cause assets to need to be recooked. Please be prepared for longer than normal cook times once syncing past this changelist. #!rb none #!tests preflight'ed change, QA ran multiple soak tests Change 3594177 on 2017/08/17 by Andrew.Grant Fixed issue that was causing exceptions not to be recognized #!tests ran locally #!rb none Change 3594090 on 2017/08/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for mesh desyncing during online play. https://jira.it.epicgames.net/browse/UE-45947 #!rb none #!tests none [CODEREVIEW] zak.middleton #!ROBOMERGE-SOURCE: CL 3590625 in //Orion/Release-42.3/... via CL 3590626 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3594022 on 2017/08/17 by Laurent.Delayen SkeletalMeshComponent::InitAnim - Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state. - Do not call RefreshBoneTransforms if AnimInstance has not been initialized. - Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false. #!rb martin.wilson #!tests minion test lane map. Change 3593972 on 2017/08/17 by Chris.Bunner Duplicating instanced static mesh fixes from Dev-Editor - 3502581, 3570934, 3593597. #!rb None #!tests Editor, -game, PC #!jira UE-48521, OR-42612 Change 3590611 on 2017/08/16 by David.Ratti Spot edigrate CL 3584203 to fix show collision crash in mono 2 #!rb none #!tests compile Change 3590452 on 2017/08/16 by Laurent.Delayen Fix for mesh desyncing during online play. https://jira.it.epicgames.net/browse/UE-45947 #!rb none #!tests none #!codereview zak.middleton Change 3590378 on 2017/08/16 by Laurent.Delayen Integrated CL #!3585145 from Main. >> Fix for https://jira.it.epicgames.net/browse/OR-42337 and https://jira.it.epicgames.net/browse/OR-42338 Don't call UpdateMontageSyncGroup() when doing EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered. Fixed auto ranged iterator. #!rb none #!tests bot match with Twinblast << Change 3590263 on 2017/08/16 by Matt.Kuhlenschmidt Added the ability to remove vertex colors from static meshes from the content browser #!rb none #!tests none #!fyi jordan.walker Change 3590026 on 2017/08/16 by Jurre.deBaare HLOD: When mesh has auto LOD generation disabled it prevents user from dragging meshes to make a cluster #!fix changed the tooltip and error handling for cluster creation, if there is any valid mesh now it will show up as a warning #!jira OR-41584 #!rb none #!test have tested several 'error' meshes which would before prevent the user from creating a cluster, Change 3588580 on 2017/08/15 by Laurent.Delayen Fix for https://jira.it.epicgames.net/browse/OR-42755 #!rb none #!tests bot match Change 3588360 on 2017/08/15 by Charles.Anderson Phat - Fixed up the materials to turn off the Render Before DOF so that we can see what were doing in Phat again. Change 3587983 on 2017/08/15 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up audio issue on the new dawn intro movie #!jira OR-42144 #!rb Max.Preussner #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3581466 in //Orion/Release-42.1/... via CL 3581468 via CL 3581469 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3587746 on 2017/08/15 by Daniel.Lamb Build launcher now has option for custom test. Dumps generated buildcooktest commandline to log when using -interactive for reference. #!rb trivial #!test BuildCookTest with and without test options. Change 3587733 on 2017/08/15 by Daniel.Lamb Reenabled binned 2 stats in not shipping. #!rb Andrew.Grant #!test Paragon editor. Change 3587727 on 2017/08/15 by Daniel.Lamb Removed all the checks to help track down Texture GC issue. #!rb Trivial #!test Paragon editor Change 3584487 on 2017/08/14 by Laurent.Delayen https://jira.it.epicgames.net/browse/OR-42754 making sure this is not firing because of false positives. #!rb none #!tests compiles Change 3582074 on 2017/08/11 by Laurent.Delayen TimeStretchCurve system for AnimMontages. Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling. For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated). This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate. #!rb martin.wilson #!codereview lina.halper, james.golding #!tests wukong primary attacks Change 3582063 on 2017/08/11 by Brian.Fasten Removing Monolith02_LowTest from automated builds until errors can be cleared #!codereview: daniel.lamb #!rb - none #!tests - none Change 3581229 on 2017/08/10 by Lina.Halper - Back out revision 21 from //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Rendering/DrawElements.cpp - Comment out issue that causes crash in the draw box #!jira: UE-48222 #!code review: Jurre.DeBaare, Nick.Darnell, Daniel.Lamb #!rb: Jurre.DeBaare #!tests: building HLOD as specified in the ticket, and anim blueprint graph Change 3577839 on 2017/08/08 by Daniel.Lamb Revert CL 3576931. To fix crash when generating HLOD in Monolith 2. #!rb Andrew.Grant #!test Rebuild HLOD paragon editor #!fyi Lina.Halper Change 3577684 on 2017/08/08 by Andrew.Grant Removed ensure and merged proper fix for crash from UE4/Main (3572777) #!tests #!rb none Change 3577562 on 2017/08/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Potential fix for https://jira.it.epicgames.net/browse/OR-42383 Clear NotifyQueue prior to ticking montages. Also dispatch events right away, since ticking ends here, and no rendering is happening. In the event TickPose() is called directly and Component does not get ticked. #!rb lina.halper [CODEREVIEW] lina.halper, martin.wilson #!tests bot match #!ROBOMERGE-SOURCE: CL 3577071 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3577358 on 2017/08/08 by Harrison.Moore Updating Colorchecker Change 3576931 on 2017/08/08 by Lina.Halper Fix for missing arrowhead of the transition on state machine graph #!rb: Nick.Darnell #!tests: editor Change 3576847 on 2017/08/08 by Jason.Bestimt #!ORION_DG - OR-42361 - Removing assert that was causing crash report client to break (during shipping builds of Paragon due to directories that didn't exist) #!RB: Guillaume.Abadie #!Tests:none Change 3576794 on 2017/08/08 by Laurent.Delayen Removed call to DebugCanvas->Flush_GameThread(); to fix 'showdebug' commands not rendering anymore. #!rb Matt.Kuhlenschmidt #!codereview Matt.Kuhlenschmidt #!tests Ghost in PIE, showdebug animation works. Change 3576302 on 2017/08/08 by Jurre.deBaare Fix for Materials get switched up while building HLODs in case the section order is different than the material order #!rb none #!tests Rebuild problematic clusters in Monolith2 #!fix materials remapping was done using the section index instead of material index in the hlod path (static mesh merge one was fine) Change 3575221 on 2017/08/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 shipping #!tests compiled PS4 shipping #!rb none #!ROBOMERGE-SOURCE: CL 3575112 in //Orion/Release-42.1/... via CL 3575114 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3575165 on 2017/08/07 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/PS4/PS4RHI/Private/GnmManager.cpp -------------------------------------- PS4 GPU time now shows correct values instead of vsync time. #!tests Ran on PS4 #!rb Luke.Thatcher #!ROBOMERGE-SOURCE: CL 3574821 in //Orion/Release-42.1/... via CL 3574823 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574408 on 2017/08/06 by Ben.Salem Switch nightly solo smoke/fx tests to have -unattended on their commandlines. #!rb none #!tests compiled. Change 3574308 on 2017/08/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include session time, MVP, and hitches on new health report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3574305 in //Orion/Release-42/... via CL 3574306 via CL 3574307 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574217 on 2017/08/05 by Jeff.Williams Fixing UAT compile error #!review-3574218 @andrew.grant #!rb na #!tests na Change 3574139 on 2017/08/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3571982 for future v42 patches #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3574136 in //Orion/Release-42/... via CL 3574137 via CL 3574138 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574130 on 2017/08/05 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/SelfTest/Gauntlet.SelfTest.LogParserTest.cs -------------------------------------- Non-shipping Gauntlet changes - Log parser cleanup that provides better access to log channel info, errors, warnings, and ensures Updated BaselinePerf test to record number of units travelled. This should highlight tests where a bot gets blocked :( #!tests ran locally on PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3574116 in //Orion/Release-42/... via CL 3574123 via CL 3574124 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3573197 on 2017/08/04 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Merging //Orion/Release-42.1 to Dev-ContentUpdate (//Orion/Dev-ContentUpdate) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3573179 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3573079 on 2017/08/04 by Andrew.Grant Removed some code that was preventing Wacom from working #!tests #!rb none Change 3572790 on 2017/08/04 by Jurre.deBaare Moving over fixes from 4.17 stream related to HLOD: "UE-47360 Non Uniform baking of HLOD materials causes texture stretching UE-47031 Generating a HLOD cluster with multiple actors that contain lods will not bake correctly" #!rb none #!tests none Change 3572663 on 2017/08/04 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - copy elf files to temp dir and launch from there #!tests ran gauntlet #!rb none #!ROBOMERGE-SOURCE: CL 3572657 in //Orion/Release-42/... via CL 3572659 via CL 3572662 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3572622 on 2017/08/04 by Jurre.deBaare Moving over: "Guard against zero sized boxes being sent to the slate batcher. This was exposed by the clipping changes since zero sized elements would have been previously clipped. #!rb nick.darnell #!jira UE-46919" #!tests none Change 3572428 on 2017/08/04 by Benn.Gallagher Added per-axis inertia and parent dominance settings to physics assets #!rb Thomas.Sarkanen #!tests Shrapnel in editor and -game (seems to be the only character using old inertia scaler for rigid body node) Change 3572142 on 2017/08/04 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Disabling r.Cache.UpdatePrimsTaskEnabled for PS4 due to lock-ups #!tests none #!rb none #!ROBOMERGE-SOURCE: CL 3572139 in //Orion/Release-42/... via CL 3572140 via CL 3572141 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3572133 on 2017/08/04 by Andrew.Grant Merging //UE4/Main/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp to //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp #!tests #!rb none Change 3572065 on 2017/08/03 by Andrew.Grant Fixed bug in Gauntlet parsing of perf data for tests Added perf-parsing test to SelfTest #!tests ran self test #!rb none #!ROBOMERGE: 42.1 Change 3572033 on 2017/08/03 by Andrew.Grant Merging //UE4/Main @ 3571062 through Orion-Staging #!rb none #!tests Engine QA pass Change 3571262 on 2017/08/03 by Uriel.Doyon StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer. Changing the current lighting scenario now triggers an update of the texture streamer. Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer. #!rb none #!tests played monolith2 on PS4 and loaded the map in the editor. Change 3571247 on 2017/08/03 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate Dev-UI -> Release42 Reduced the sensitivity on the slow tick timer warning #!rb Trivial #!test Cooked paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3571239 in //Orion/Release-42/... via CL 3571244 via CL 3571246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3570431 on 2017/08/03 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed a change that was inadvertendly included in a larger fix and seems to be having problems on windows server. #!tests ran windows server locally #!rb none #!ROBOMERGE-SOURCE: CL 3570428 in //Orion/Release-42/... via CL 3570429 via CL 3570430 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3570343 on 2017/08/03 by Jurre.deBaare HLOD: opening a level with HLOD defaults to forcing HLOD on for all clusters #!fix forcing the HLODs to show up in the editor changes the MinDrawDistance of the static mesh component, this was getting saved and not restored during runtime (now does it in PostLoad) #!jira UE-47712 #!rb none #!tests PIE in Editor while having HLOD forced on Change 3570047 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for ensure leading to deadlock #!jira OR-42071 #!tests compiled, ran ShortSoloGame test #!rb none [QAREVIEW] - this fixes the PC locks in OR-42071 and probably the PS4 too, but please recheck both platforms to be sure. #!ROBOMERGE-SOURCE: CL 3570044 in //Orion/Release-42/... via CL 3570045 via CL 3570046 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569932 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Integration from UE4 - fixed a set of critical bugs that would cause rare crashes in the async IO subsystems. #!rb gil.gribb #!tests ran 10x solo games, ran LoadTest, all PS4 #!jira UE-47483 #!ROBOMERGE-SOURCE: CL 3569929 in //Orion/Release-42/... via CL 3569930 via CL 3569931 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569839 on 2017/08/02 by Daniel.Lamb Added the low quality monolith map to the build launcher and cook maps list. #!rb Trivial #!test Compile UAT Change 3569441 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Re-enabled OnlyTickMontagesWhenNotRendered animation optimization, after fixing edge case where 'Evaluate' could be called on out of sync cached data. Only update cached data when the graph will be updated, to ensure we don't have mismatching update and evaluate data. #!rb none [CODEREVIEW] martin.wilson, lina.halper #!tests bot match w/ dedicated server. #!ROBOMERGE-SOURCE: CL 3569235 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569397 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42.1 Support for skins in perf reporting, also report overall test run time. #!rb various #!tests ran with new shallow test maps. #!ROBOMERGE-SOURCE: CL 3568892 in //Orion/Release-42.1/... via CL 3568967 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3568639 on 2017/08/02 by Adric.Worley Add individual FTest enumeration to Orion perf tests Moved methods to run FTests to helper for reuse. Effects perf tests now show individual test cases for more granular runs. All perf tests now do map check and draft logic as setup. #!tests ran updated tests in client/server #!rb ben.salem Change 3568616 on 2017/08/02 by Ben.Salem Switch shallow fx tests to report to their own mailing list. #!rb bob.ferreira #!tests recompiled Change 3568607 on 2017/08/02 by Daniel.Lamb Added staticmeshcomponent to the memreportfull command. #!rb Trivial #!test Paragon Change 3568018 on 2017/08/01 by Ben.Salem Add skin and character name to test reports, and also test runtime. #!rb none #!tests ran steel shallow test Change 3567995 on 2017/08/01 by Bob.Ferreira [FXTests] Updating FXTests and ShallowFXTests to call OnComplete() when doing check point validation. [Gauntlet] Changed InnerTestResult to be protected so that inherited test nodes can modify it. #!rb Ben.Salem #!TESTS Ran local automationtool run on a cooked main build. Change 3567912 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Added support for physical materials in immediate mode #!rb none #!tests none [CODEREVIEW] Benn.Gallagher #!ROBOMERGE-SOURCE: CL 3567865 in //Orion/Release-42/... via CL 3567901 via CL 3567904 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3567594 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Disabling animation optimization until I can fix an edge case. #!rb none #!tests arcade mode #!ROBOMERGE-SOURCE: CL 3567593 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3566953 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Animation Optimization: Added EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered to only update montages when not rendered, instead of doing a whole pose update. This means on dedicated servers we'll only update montages when needed, and not the AnimGraph, which we have no need for. This is also affects non rendered meshes on clients. #!rb martin.wilson [CODEREVIEW] lina.halper, martin.wilson #!tests ghost and wukong networked doing montage abilities. #!ROBOMERGE-SOURCE: CL 3566950 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564610 on 2017/07/31 by Uriel.Doyon Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material. Deprecated previous material data as it was causing some waste. Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases #!rb none #!tests played monolith2 on PS4 Change 3564509 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3613306 by Andrew Grant in Main branch]
2017-08-28 15:13:54 -04:00
bCanBeSelected = ActorInteractable->CanBeSelected();
if (!bCanBeSelected)
{
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3606378) #lockdown Nick.Penwarden #rb na Change 3604978 on 2017/08/23 by Andrew.Grant Fix for OR-42722 from 4.17 branch #!tests compiled #!rb max.chen Change 3604960 on 2017/08/23 by Andrew.Grant Proper fix for OR-43001, removed hack-around. #!tests compiled #!rb max.chen Change 3604881 on 2017/08/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed LostReservation message in tests to info from warning. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3604871 in //Orion/Release-42.3/... via CL 3604878 via CL 3604880 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3604566 on 2017/08/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - return -1 for a test if there's a fatal error. Removed network errors failing tests (should be down to test to determine) Made SoakTest better able to detect failed drafts and incomplete matches #!tests ran multiple soaks and SoloAllHeroes #!rb none #!ROBOMERGE-SOURCE: CL 3604560 in //Orion/Release-42.3/... via CL 3604563 via CL 3604565 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3604181 on 2017/08/23 by David.Ratti Set ULandscapeHeightfieldCollisionComponent to be NetAddressable so that it can be replicated as a movement base without error. OR-42615 #!rb none #!tests pie Change 3603647 on 2017/08/22 by Laurent.Delayen AnimProxy: initialize Actor/Component transforms. #!rb none #!tests lane minion test map Change 3603343 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Added several more stats to the Card Shop stat panel. + Basic Attack Damage + Max Move Speed + Armor Penetration / Percent + Ability Penetration / Percent Added utility function to AbilitySystemComponent to calculate an ability's value with additional Required/Ignore tags and Target tag container (functionality moved from AttributeView) #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!ROBOMERGE-SOURCE: CL 3603172 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3603121 on 2017/08/22 by Laurent.Delayen Added FAnimationRuntime::LerpPosesPerBone #!rb none #!tests lane minions split body anims. Change 3603010 on 2017/08/22 by Laurent.Delayen Draw box around Actor being debugged by 'ShowDebug' command, to help identify what we're viewing. #!rb none #!tests lane minions Change 3602574 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed linux warning #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3602571 in //Orion/Release-42.3/... via CL 3602572 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602396 on 2017/08/22 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Updated Gauntlet log parser for new callstack format Added offline and runtime Gauntlet tests to verify error generation and parsing #!tests ran lots of tests locally #!rb codereviewed #!ROBOMERGE-SOURCE: CL 3601948 in //Orion/Release-42.3/... via CL 3601950 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602373 on 2017/08/22 by Andrew.Grant Fixed compile error #!tests compiled #!rb none Change 3602321 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant LogAssertFailedMessage - Removed callstack dumping from LogAssertFailedMessage (now in StaticFailDebug) - Moved script dumping inside GIsCritial check StaticFailDebug - Now dumps the callstack if supported for non-ensures. This results in PS4 (and other platforms) now displaying a callstack on a Fatal log. - Removed log flush, was redundant - Removed LowLevelOutputDebugStringf. If a platform needs this it can be done later in its error device OutputMultiLineCallstack - Renamed to FDebug::LogFormattedMessageWithCallstack and exposed in headers (calling locations have been updated to remove their extern declarations) - No longer writes into the buffer to format it (!) - LogName is now the first param. If NAME_None it writes using LowLevelOutputDebugString - While writing out error information all callstack likes are prefixed with [Callstack] Added brief documentation about the order of ops for ensures/asserts/fatal logs #!tests ran lots of tests locally #!rb codereviewed #!ROBOMERGE-SOURCE: CL 3601943 in //Orion/Release-42.3/... via CL 3601944 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602316 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed various platform-specific implementations of ProgramCounterToHumanReadableString to return info in a canonical format of address module!func [file:line]. E.g. 0x00416A5F OrionClient.self!FEngineLoop::Tick() [D:\Epic\Orion\Release-Next\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3295] #!tests ran lots of tests locally #!rb codereviewd #!ROBOMERGE-SOURCE: CL 3601940 in //Orion/Release-42.3/... via CL 3601941 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602311 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Sony don't allow exception handling on PS4 so for sometime we've had an issue where crashes have no presence in logs* This change adds postmortem analysis to PS4DevkitUtil. If the OS terminates the process then it process the minidump and writes the cause and the callstack to stdout. As a bonus PS4DevkitUtil can now display cause & callstacks from minidumps via "PS4DevkitUtil postmortem -dump=path\to\crash.orbisdmp" (*if you're lucky the kit may have been setup correctly to submit dumps to crashreporter, it may have actually worked, and you may be able to find it). #!tests run many times on Orion tests #!rb CR #!ROBOMERGE-SOURCE: CL 3601929 in //Orion/Release-42.3/... via CL 3601930 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3599823 on 2017/08/21 by Jian.Ru Allow MaxCascades cvar be set to 0 (should perobject shadow be forced on?) #!jira UE-48468,OR-42749 #!rb Daniel.Wright #!tests editor Change 3598765 on 2017/08/19 by Andrew.Grant Disable regeneration of missing cubemap data in cooked build. Need some way of handling this, but currently this breaks PS4 anytime someone makes a map change and doesn't build lighting... #!review-3598766 @daniel.lamb #!tests ran PS4 successfully #!rb none Change 3597800 on 2017/08/18 by Laurent.Delayen Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary. Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions. FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different). #!rb none #!codereview martin.wilson, lina.halper #!tests minion test lane map Change 3597332 on 2017/08/18 by Laurent.Delayen SkelMeshComponent LOD update only refreshes transforms when rendered. If AnimGraph eval is done, make sure Graph has been updated at least once. Fixes: - Significance Manager setting MinLOD on non recently rendered minions, causing them to refresh bones. - Minions calling eval with graph not updated due to having bUseRefPoseOnInitAnim set. It means it's possible to refresh bones on a graph that has never been updated, causing a crash. #!rb martin.wilson, lina.halper #!codereview martin.wilson, lina.halper #!tests minions test lane map. placing skelmeshes in editor and making sure LOD update works as expected. Change 3597042 on 2017/08/18 by Daniel.Lamb Added onlinesubsystemmcp to the cooksettings blacklist. #!rb Trivial #!test none Change 3596575 on 2017/08/18 by Shaun.Kime Fixing nonunity build issues #!rb none #!tests compiled OrionGame with unity builds disabled Change 3595475 on 2017/08/17 by Andrew.Grant Fixed issue with PS4 asserts not being detected during test shutdown #!tests ran locally #!rb none Change 3595415 on 2017/08/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added check for network failure to tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3595412 in //Orion/Release-42.3/... via CL 3595414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3594725 on 2017/08/17 by Ben.Salem Add "Worst offenders" table and runtime to FX perf reports. #!rb adric.worley #!tests Ran a few FX Perf tests and generated reports. Change 3594195 on 2017/08/17 by Shaun.Kime Integration from Dev-Niagara to Dev-General. Note that this may cause assets to need to be recooked. Please be prepared for longer than normal cook times once syncing past this changelist. #!rb none #!tests preflight'ed change, QA ran multiple soak tests Change 3594177 on 2017/08/17 by Andrew.Grant Fixed issue that was causing exceptions not to be recognized #!tests ran locally #!rb none Change 3594090 on 2017/08/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for mesh desyncing during online play. https://jira.it.epicgames.net/browse/UE-45947 #!rb none #!tests none [CODEREVIEW] zak.middleton #!ROBOMERGE-SOURCE: CL 3590625 in //Orion/Release-42.3/... via CL 3590626 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3594022 on 2017/08/17 by Laurent.Delayen SkeletalMeshComponent::InitAnim - Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state. - Do not call RefreshBoneTransforms if AnimInstance has not been initialized. - Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false. #!rb martin.wilson #!tests minion test lane map. Change 3593972 on 2017/08/17 by Chris.Bunner Duplicating instanced static mesh fixes from Dev-Editor - 3502581, 3570934, 3593597. #!rb None #!tests Editor, -game, PC #!jira UE-48521, OR-42612 Change 3590611 on 2017/08/16 by David.Ratti Spot edigrate CL 3584203 to fix show collision crash in mono 2 #!rb none #!tests compile Change 3590452 on 2017/08/16 by Laurent.Delayen Fix for mesh desyncing during online play. https://jira.it.epicgames.net/browse/UE-45947 #!rb none #!tests none #!codereview zak.middleton Change 3590378 on 2017/08/16 by Laurent.Delayen Integrated CL #!3585145 from Main. >> Fix for https://jira.it.epicgames.net/browse/OR-42337 and https://jira.it.epicgames.net/browse/OR-42338 Don't call UpdateMontageSyncGroup() when doing EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered. Fixed auto ranged iterator. #!rb none #!tests bot match with Twinblast << Change 3590263 on 2017/08/16 by Matt.Kuhlenschmidt Added the ability to remove vertex colors from static meshes from the content browser #!rb none #!tests none #!fyi jordan.walker Change 3590026 on 2017/08/16 by Jurre.deBaare HLOD: When mesh has auto LOD generation disabled it prevents user from dragging meshes to make a cluster #!fix changed the tooltip and error handling for cluster creation, if there is any valid mesh now it will show up as a warning #!jira OR-41584 #!rb none #!test have tested several 'error' meshes which would before prevent the user from creating a cluster, Change 3588580 on 2017/08/15 by Laurent.Delayen Fix for https://jira.it.epicgames.net/browse/OR-42755 #!rb none #!tests bot match Change 3588360 on 2017/08/15 by Charles.Anderson Phat - Fixed up the materials to turn off the Render Before DOF so that we can see what were doing in Phat again. Change 3587983 on 2017/08/15 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up audio issue on the new dawn intro movie #!jira OR-42144 #!rb Max.Preussner #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3581466 in //Orion/Release-42.1/... via CL 3581468 via CL 3581469 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3587746 on 2017/08/15 by Daniel.Lamb Build launcher now has option for custom test. Dumps generated buildcooktest commandline to log when using -interactive for reference. #!rb trivial #!test BuildCookTest with and without test options. Change 3587733 on 2017/08/15 by Daniel.Lamb Reenabled binned 2 stats in not shipping. #!rb Andrew.Grant #!test Paragon editor. Change 3587727 on 2017/08/15 by Daniel.Lamb Removed all the checks to help track down Texture GC issue. #!rb Trivial #!test Paragon editor Change 3584487 on 2017/08/14 by Laurent.Delayen https://jira.it.epicgames.net/browse/OR-42754 making sure this is not firing because of false positives. #!rb none #!tests compiles Change 3582074 on 2017/08/11 by Laurent.Delayen TimeStretchCurve system for AnimMontages. Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling. For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated). This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate. #!rb martin.wilson #!codereview lina.halper, james.golding #!tests wukong primary attacks Change 3582063 on 2017/08/11 by Brian.Fasten Removing Monolith02_LowTest from automated builds until errors can be cleared #!codereview: daniel.lamb #!rb - none #!tests - none Change 3581229 on 2017/08/10 by Lina.Halper - Back out revision 21 from //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Rendering/DrawElements.cpp - Comment out issue that causes crash in the draw box #!jira: UE-48222 #!code review: Jurre.DeBaare, Nick.Darnell, Daniel.Lamb #!rb: Jurre.DeBaare #!tests: building HLOD as specified in the ticket, and anim blueprint graph Change 3577839 on 2017/08/08 by Daniel.Lamb Revert CL 3576931. To fix crash when generating HLOD in Monolith 2. #!rb Andrew.Grant #!test Rebuild HLOD paragon editor #!fyi Lina.Halper Change 3577684 on 2017/08/08 by Andrew.Grant Removed ensure and merged proper fix for crash from UE4/Main (3572777) #!tests #!rb none Change 3577562 on 2017/08/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Potential fix for https://jira.it.epicgames.net/browse/OR-42383 Clear NotifyQueue prior to ticking montages. Also dispatch events right away, since ticking ends here, and no rendering is happening. In the event TickPose() is called directly and Component does not get ticked. #!rb lina.halper [CODEREVIEW] lina.halper, martin.wilson #!tests bot match #!ROBOMERGE-SOURCE: CL 3577071 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3577358 on 2017/08/08 by Harrison.Moore Updating Colorchecker Change 3576931 on 2017/08/08 by Lina.Halper Fix for missing arrowhead of the transition on state machine graph #!rb: Nick.Darnell #!tests: editor Change 3576847 on 2017/08/08 by Jason.Bestimt #!ORION_DG - OR-42361 - Removing assert that was causing crash report client to break (during shipping builds of Paragon due to directories that didn't exist) #!RB: Guillaume.Abadie #!Tests:none Change 3576794 on 2017/08/08 by Laurent.Delayen Removed call to DebugCanvas->Flush_GameThread(); to fix 'showdebug' commands not rendering anymore. #!rb Matt.Kuhlenschmidt #!codereview Matt.Kuhlenschmidt #!tests Ghost in PIE, showdebug animation works. Change 3576302 on 2017/08/08 by Jurre.deBaare Fix for Materials get switched up while building HLODs in case the section order is different than the material order #!rb none #!tests Rebuild problematic clusters in Monolith2 #!fix materials remapping was done using the section index instead of material index in the hlod path (static mesh merge one was fine) Change 3575221 on 2017/08/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 shipping #!tests compiled PS4 shipping #!rb none #!ROBOMERGE-SOURCE: CL 3575112 in //Orion/Release-42.1/... via CL 3575114 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3575165 on 2017/08/07 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/PS4/PS4RHI/Private/GnmManager.cpp -------------------------------------- PS4 GPU time now shows correct values instead of vsync time. #!tests Ran on PS4 #!rb Luke.Thatcher #!ROBOMERGE-SOURCE: CL 3574821 in //Orion/Release-42.1/... via CL 3574823 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574408 on 2017/08/06 by Ben.Salem Switch nightly solo smoke/fx tests to have -unattended on their commandlines. #!rb none #!tests compiled. Change 3574308 on 2017/08/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include session time, MVP, and hitches on new health report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3574305 in //Orion/Release-42/... via CL 3574306 via CL 3574307 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574217 on 2017/08/05 by Jeff.Williams Fixing UAT compile error #!review-3574218 @andrew.grant #!rb na #!tests na Change 3574139 on 2017/08/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3571982 for future v42 patches #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3574136 in //Orion/Release-42/... via CL 3574137 via CL 3574138 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574130 on 2017/08/05 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/SelfTest/Gauntlet.SelfTest.LogParserTest.cs -------------------------------------- Non-shipping Gauntlet changes - Log parser cleanup that provides better access to log channel info, errors, warnings, and ensures Updated BaselinePerf test to record number of units travelled. This should highlight tests where a bot gets blocked :( #!tests ran locally on PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3574116 in //Orion/Release-42/... via CL 3574123 via CL 3574124 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3573197 on 2017/08/04 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Merging //Orion/Release-42.1 to Dev-ContentUpdate (//Orion/Dev-ContentUpdate) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3573179 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3573079 on 2017/08/04 by Andrew.Grant Removed some code that was preventing Wacom from working #!tests #!rb none Change 3572790 on 2017/08/04 by Jurre.deBaare Moving over fixes from 4.17 stream related to HLOD: "UE-47360 Non Uniform baking of HLOD materials causes texture stretching UE-47031 Generating a HLOD cluster with multiple actors that contain lods will not bake correctly" #!rb none #!tests none Change 3572663 on 2017/08/04 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - copy elf files to temp dir and launch from there #!tests ran gauntlet #!rb none #!ROBOMERGE-SOURCE: CL 3572657 in //Orion/Release-42/... via CL 3572659 via CL 3572662 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3572622 on 2017/08/04 by Jurre.deBaare Moving over: "Guard against zero sized boxes being sent to the slate batcher. This was exposed by the clipping changes since zero sized elements would have been previously clipped. #!rb nick.darnell #!jira UE-46919" #!tests none Change 3572428 on 2017/08/04 by Benn.Gallagher Added per-axis inertia and parent dominance settings to physics assets #!rb Thomas.Sarkanen #!tests Shrapnel in editor and -game (seems to be the only character using old inertia scaler for rigid body node) Change 3572142 on 2017/08/04 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Disabling r.Cache.UpdatePrimsTaskEnabled for PS4 due to lock-ups #!tests none #!rb none #!ROBOMERGE-SOURCE: CL 3572139 in //Orion/Release-42/... via CL 3572140 via CL 3572141 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3572133 on 2017/08/04 by Andrew.Grant Merging //UE4/Main/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp to //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp #!tests #!rb none Change 3572065 on 2017/08/03 by Andrew.Grant Fixed bug in Gauntlet parsing of perf data for tests Added perf-parsing test to SelfTest #!tests ran self test #!rb none #!ROBOMERGE: 42.1 Change 3572033 on 2017/08/03 by Andrew.Grant Merging //UE4/Main @ 3571062 through Orion-Staging #!rb none #!tests Engine QA pass Change 3571262 on 2017/08/03 by Uriel.Doyon StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer. Changing the current lighting scenario now triggers an update of the texture streamer. Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer. #!rb none #!tests played monolith2 on PS4 and loaded the map in the editor. Change 3571247 on 2017/08/03 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate Dev-UI -> Release42 Reduced the sensitivity on the slow tick timer warning #!rb Trivial #!test Cooked paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3571239 in //Orion/Release-42/... via CL 3571244 via CL 3571246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3570431 on 2017/08/03 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed a change that was inadvertendly included in a larger fix and seems to be having problems on windows server. #!tests ran windows server locally #!rb none #!ROBOMERGE-SOURCE: CL 3570428 in //Orion/Release-42/... via CL 3570429 via CL 3570430 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3570343 on 2017/08/03 by Jurre.deBaare HLOD: opening a level with HLOD defaults to forcing HLOD on for all clusters #!fix forcing the HLODs to show up in the editor changes the MinDrawDistance of the static mesh component, this was getting saved and not restored during runtime (now does it in PostLoad) #!jira UE-47712 #!rb none #!tests PIE in Editor while having HLOD forced on Change 3570047 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for ensure leading to deadlock #!jira OR-42071 #!tests compiled, ran ShortSoloGame test #!rb none [QAREVIEW] - this fixes the PC locks in OR-42071 and probably the PS4 too, but please recheck both platforms to be sure. #!ROBOMERGE-SOURCE: CL 3570044 in //Orion/Release-42/... via CL 3570045 via CL 3570046 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569932 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Integration from UE4 - fixed a set of critical bugs that would cause rare crashes in the async IO subsystems. #!rb gil.gribb #!tests ran 10x solo games, ran LoadTest, all PS4 #!jira UE-47483 #!ROBOMERGE-SOURCE: CL 3569929 in //Orion/Release-42/... via CL 3569930 via CL 3569931 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569839 on 2017/08/02 by Daniel.Lamb Added the low quality monolith map to the build launcher and cook maps list. #!rb Trivial #!test Compile UAT Change 3569441 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Re-enabled OnlyTickMontagesWhenNotRendered animation optimization, after fixing edge case where 'Evaluate' could be called on out of sync cached data. Only update cached data when the graph will be updated, to ensure we don't have mismatching update and evaluate data. #!rb none [CODEREVIEW] martin.wilson, lina.halper #!tests bot match w/ dedicated server. #!ROBOMERGE-SOURCE: CL 3569235 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569397 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42.1 Support for skins in perf reporting, also report overall test run time. #!rb various #!tests ran with new shallow test maps. #!ROBOMERGE-SOURCE: CL 3568892 in //Orion/Release-42.1/... via CL 3568967 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3568639 on 2017/08/02 by Adric.Worley Add individual FTest enumeration to Orion perf tests Moved methods to run FTests to helper for reuse. Effects perf tests now show individual test cases for more granular runs. All perf tests now do map check and draft logic as setup. #!tests ran updated tests in client/server #!rb ben.salem Change 3568616 on 2017/08/02 by Ben.Salem Switch shallow fx tests to report to their own mailing list. #!rb bob.ferreira #!tests recompiled Change 3568607 on 2017/08/02 by Daniel.Lamb Added staticmeshcomponent to the memreportfull command. #!rb Trivial #!test Paragon Change 3568018 on 2017/08/01 by Ben.Salem Add skin and character name to test reports, and also test runtime. #!rb none #!tests ran steel shallow test Change 3567995 on 2017/08/01 by Bob.Ferreira [FXTests] Updating FXTests and ShallowFXTests to call OnComplete() when doing check point validation. [Gauntlet] Changed InnerTestResult to be protected so that inherited test nodes can modify it. #!rb Ben.Salem #!TESTS Ran local automationtool run on a cooked main build. Change 3567912 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Added support for physical materials in immediate mode #!rb none #!tests none [CODEREVIEW] Benn.Gallagher #!ROBOMERGE-SOURCE: CL 3567865 in //Orion/Release-42/... via CL 3567901 via CL 3567904 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3567594 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Disabling animation optimization until I can fix an edge case. #!rb none #!tests arcade mode #!ROBOMERGE-SOURCE: CL 3567593 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3566953 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Animation Optimization: Added EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered to only update montages when not rendered, instead of doing a whole pose update. This means on dedicated servers we'll only update montages when needed, and not the AnimGraph, which we have no need for. This is also affects non rendered meshes on clients. #!rb martin.wilson [CODEREVIEW] lina.halper, martin.wilson #!tests ghost and wukong networked doing montage abilities. #!ROBOMERGE-SOURCE: CL 3566950 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564610 on 2017/07/31 by Uriel.Doyon Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material. Deprecated previous material data as it was causing some waste. Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases #!rb none #!tests played monolith2 on PS4 Change 3564509 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3613306 by Andrew Grant in Main branch]
2017-08-28 15:13:54 -04:00
bHandled = true;
bool bResultedInInteractableDrag = false;
ActorInteractable->OnPressed(this, HitResult, bResultedInInteractableDrag);
if (bResultedInInteractableDrag)
{
WorldInteraction->SetDraggedInteractable(ActorInteractable, this);
}
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3606378) #lockdown Nick.Penwarden #rb na Change 3604978 on 2017/08/23 by Andrew.Grant Fix for OR-42722 from 4.17 branch #!tests compiled #!rb max.chen Change 3604960 on 2017/08/23 by Andrew.Grant Proper fix for OR-43001, removed hack-around. #!tests compiled #!rb max.chen Change 3604881 on 2017/08/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed LostReservation message in tests to info from warning. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3604871 in //Orion/Release-42.3/... via CL 3604878 via CL 3604880 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3604566 on 2017/08/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - return -1 for a test if there's a fatal error. Removed network errors failing tests (should be down to test to determine) Made SoakTest better able to detect failed drafts and incomplete matches #!tests ran multiple soaks and SoloAllHeroes #!rb none #!ROBOMERGE-SOURCE: CL 3604560 in //Orion/Release-42.3/... via CL 3604563 via CL 3604565 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3604181 on 2017/08/23 by David.Ratti Set ULandscapeHeightfieldCollisionComponent to be NetAddressable so that it can be replicated as a movement base without error. OR-42615 #!rb none #!tests pie Change 3603647 on 2017/08/22 by Laurent.Delayen AnimProxy: initialize Actor/Component transforms. #!rb none #!tests lane minion test map Change 3603343 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Added several more stats to the Card Shop stat panel. + Basic Attack Damage + Max Move Speed + Armor Penetration / Percent + Ability Penetration / Percent Added utility function to AbilitySystemComponent to calculate an ability's value with additional Required/Ignore tags and Target tag container (functionality moved from AttributeView) #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!ROBOMERGE-SOURCE: CL 3603172 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3603121 on 2017/08/22 by Laurent.Delayen Added FAnimationRuntime::LerpPosesPerBone #!rb none #!tests lane minions split body anims. Change 3603010 on 2017/08/22 by Laurent.Delayen Draw box around Actor being debugged by 'ShowDebug' command, to help identify what we're viewing. #!rb none #!tests lane minions Change 3602574 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed linux warning #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3602571 in //Orion/Release-42.3/... via CL 3602572 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602396 on 2017/08/22 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Updated Gauntlet log parser for new callstack format Added offline and runtime Gauntlet tests to verify error generation and parsing #!tests ran lots of tests locally #!rb codereviewed #!ROBOMERGE-SOURCE: CL 3601948 in //Orion/Release-42.3/... via CL 3601950 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602373 on 2017/08/22 by Andrew.Grant Fixed compile error #!tests compiled #!rb none Change 3602321 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant LogAssertFailedMessage - Removed callstack dumping from LogAssertFailedMessage (now in StaticFailDebug) - Moved script dumping inside GIsCritial check StaticFailDebug - Now dumps the callstack if supported for non-ensures. This results in PS4 (and other platforms) now displaying a callstack on a Fatal log. - Removed log flush, was redundant - Removed LowLevelOutputDebugStringf. If a platform needs this it can be done later in its error device OutputMultiLineCallstack - Renamed to FDebug::LogFormattedMessageWithCallstack and exposed in headers (calling locations have been updated to remove their extern declarations) - No longer writes into the buffer to format it (!) - LogName is now the first param. If NAME_None it writes using LowLevelOutputDebugString - While writing out error information all callstack likes are prefixed with [Callstack] Added brief documentation about the order of ops for ensures/asserts/fatal logs #!tests ran lots of tests locally #!rb codereviewed #!ROBOMERGE-SOURCE: CL 3601943 in //Orion/Release-42.3/... via CL 3601944 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602316 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed various platform-specific implementations of ProgramCounterToHumanReadableString to return info in a canonical format of address module!func [file:line]. E.g. 0x00416A5F OrionClient.self!FEngineLoop::Tick() [D:\Epic\Orion\Release-Next\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3295] #!tests ran lots of tests locally #!rb codereviewd #!ROBOMERGE-SOURCE: CL 3601940 in //Orion/Release-42.3/... via CL 3601941 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3602311 on 2017/08/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Sony don't allow exception handling on PS4 so for sometime we've had an issue where crashes have no presence in logs* This change adds postmortem analysis to PS4DevkitUtil. If the OS terminates the process then it process the minidump and writes the cause and the callstack to stdout. As a bonus PS4DevkitUtil can now display cause & callstacks from minidumps via "PS4DevkitUtil postmortem -dump=path\to\crash.orbisdmp" (*if you're lucky the kit may have been setup correctly to submit dumps to crashreporter, it may have actually worked, and you may be able to find it). #!tests run many times on Orion tests #!rb CR #!ROBOMERGE-SOURCE: CL 3601929 in //Orion/Release-42.3/... via CL 3601930 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3599823 on 2017/08/21 by Jian.Ru Allow MaxCascades cvar be set to 0 (should perobject shadow be forced on?) #!jira UE-48468,OR-42749 #!rb Daniel.Wright #!tests editor Change 3598765 on 2017/08/19 by Andrew.Grant Disable regeneration of missing cubemap data in cooked build. Need some way of handling this, but currently this breaks PS4 anytime someone makes a map change and doesn't build lighting... #!review-3598766 @daniel.lamb #!tests ran PS4 successfully #!rb none Change 3597800 on 2017/08/18 by Laurent.Delayen Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary. Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions. FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different). #!rb none #!codereview martin.wilson, lina.halper #!tests minion test lane map Change 3597332 on 2017/08/18 by Laurent.Delayen SkelMeshComponent LOD update only refreshes transforms when rendered. If AnimGraph eval is done, make sure Graph has been updated at least once. Fixes: - Significance Manager setting MinLOD on non recently rendered minions, causing them to refresh bones. - Minions calling eval with graph not updated due to having bUseRefPoseOnInitAnim set. It means it's possible to refresh bones on a graph that has never been updated, causing a crash. #!rb martin.wilson, lina.halper #!codereview martin.wilson, lina.halper #!tests minions test lane map. placing skelmeshes in editor and making sure LOD update works as expected. Change 3597042 on 2017/08/18 by Daniel.Lamb Added onlinesubsystemmcp to the cooksettings blacklist. #!rb Trivial #!test none Change 3596575 on 2017/08/18 by Shaun.Kime Fixing nonunity build issues #!rb none #!tests compiled OrionGame with unity builds disabled Change 3595475 on 2017/08/17 by Andrew.Grant Fixed issue with PS4 asserts not being detected during test shutdown #!tests ran locally #!rb none Change 3595415 on 2017/08/17 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added check for network failure to tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3595412 in //Orion/Release-42.3/... via CL 3595414 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3594725 on 2017/08/17 by Ben.Salem Add "Worst offenders" table and runtime to FX perf reports. #!rb adric.worley #!tests Ran a few FX Perf tests and generated reports. Change 3594195 on 2017/08/17 by Shaun.Kime Integration from Dev-Niagara to Dev-General. Note that this may cause assets to need to be recooked. Please be prepared for longer than normal cook times once syncing past this changelist. #!rb none #!tests preflight'ed change, QA ran multiple soak tests Change 3594177 on 2017/08/17 by Andrew.Grant Fixed issue that was causing exceptions not to be recognized #!tests ran locally #!rb none Change 3594090 on 2017/08/17 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for mesh desyncing during online play. https://jira.it.epicgames.net/browse/UE-45947 #!rb none #!tests none [CODEREVIEW] zak.middleton #!ROBOMERGE-SOURCE: CL 3590625 in //Orion/Release-42.3/... via CL 3590626 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3594022 on 2017/08/17 by Laurent.Delayen SkeletalMeshComponent::InitAnim - Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state. - Do not call RefreshBoneTransforms if AnimInstance has not been initialized. - Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false. #!rb martin.wilson #!tests minion test lane map. Change 3593972 on 2017/08/17 by Chris.Bunner Duplicating instanced static mesh fixes from Dev-Editor - 3502581, 3570934, 3593597. #!rb None #!tests Editor, -game, PC #!jira UE-48521, OR-42612 Change 3590611 on 2017/08/16 by David.Ratti Spot edigrate CL 3584203 to fix show collision crash in mono 2 #!rb none #!tests compile Change 3590452 on 2017/08/16 by Laurent.Delayen Fix for mesh desyncing during online play. https://jira.it.epicgames.net/browse/UE-45947 #!rb none #!tests none #!codereview zak.middleton Change 3590378 on 2017/08/16 by Laurent.Delayen Integrated CL #!3585145 from Main. >> Fix for https://jira.it.epicgames.net/browse/OR-42337 and https://jira.it.epicgames.net/browse/OR-42338 Don't call UpdateMontageSyncGroup() when doing EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered. Fixed auto ranged iterator. #!rb none #!tests bot match with Twinblast << Change 3590263 on 2017/08/16 by Matt.Kuhlenschmidt Added the ability to remove vertex colors from static meshes from the content browser #!rb none #!tests none #!fyi jordan.walker Change 3590026 on 2017/08/16 by Jurre.deBaare HLOD: When mesh has auto LOD generation disabled it prevents user from dragging meshes to make a cluster #!fix changed the tooltip and error handling for cluster creation, if there is any valid mesh now it will show up as a warning #!jira OR-41584 #!rb none #!test have tested several 'error' meshes which would before prevent the user from creating a cluster, Change 3588580 on 2017/08/15 by Laurent.Delayen Fix for https://jira.it.epicgames.net/browse/OR-42755 #!rb none #!tests bot match Change 3588360 on 2017/08/15 by Charles.Anderson Phat - Fixed up the materials to turn off the Render Before DOF so that we can see what were doing in Phat again. Change 3587983 on 2017/08/15 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed up audio issue on the new dawn intro movie #!jira OR-42144 #!rb Max.Preussner #!test Paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3581466 in //Orion/Release-42.1/... via CL 3581468 via CL 3581469 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3587746 on 2017/08/15 by Daniel.Lamb Build launcher now has option for custom test. Dumps generated buildcooktest commandline to log when using -interactive for reference. #!rb trivial #!test BuildCookTest with and without test options. Change 3587733 on 2017/08/15 by Daniel.Lamb Reenabled binned 2 stats in not shipping. #!rb Andrew.Grant #!test Paragon editor. Change 3587727 on 2017/08/15 by Daniel.Lamb Removed all the checks to help track down Texture GC issue. #!rb Trivial #!test Paragon editor Change 3584487 on 2017/08/14 by Laurent.Delayen https://jira.it.epicgames.net/browse/OR-42754 making sure this is not firing because of false positives. #!rb none #!tests compiles Change 3582074 on 2017/08/11 by Laurent.Delayen TimeStretchCurve system for AnimMontages. Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling. For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated). This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate. #!rb martin.wilson #!codereview lina.halper, james.golding #!tests wukong primary attacks Change 3582063 on 2017/08/11 by Brian.Fasten Removing Monolith02_LowTest from automated builds until errors can be cleared #!codereview: daniel.lamb #!rb - none #!tests - none Change 3581229 on 2017/08/10 by Lina.Halper - Back out revision 21 from //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Rendering/DrawElements.cpp - Comment out issue that causes crash in the draw box #!jira: UE-48222 #!code review: Jurre.DeBaare, Nick.Darnell, Daniel.Lamb #!rb: Jurre.DeBaare #!tests: building HLOD as specified in the ticket, and anim blueprint graph Change 3577839 on 2017/08/08 by Daniel.Lamb Revert CL 3576931. To fix crash when generating HLOD in Monolith 2. #!rb Andrew.Grant #!test Rebuild HLOD paragon editor #!fyi Lina.Halper Change 3577684 on 2017/08/08 by Andrew.Grant Removed ensure and merged proper fix for crash from UE4/Main (3572777) #!tests #!rb none Change 3577562 on 2017/08/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Potential fix for https://jira.it.epicgames.net/browse/OR-42383 Clear NotifyQueue prior to ticking montages. Also dispatch events right away, since ticking ends here, and no rendering is happening. In the event TickPose() is called directly and Component does not get ticked. #!rb lina.halper [CODEREVIEW] lina.halper, martin.wilson #!tests bot match #!ROBOMERGE-SOURCE: CL 3577071 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3577358 on 2017/08/08 by Harrison.Moore Updating Colorchecker Change 3576931 on 2017/08/08 by Lina.Halper Fix for missing arrowhead of the transition on state machine graph #!rb: Nick.Darnell #!tests: editor Change 3576847 on 2017/08/08 by Jason.Bestimt #!ORION_DG - OR-42361 - Removing assert that was causing crash report client to break (during shipping builds of Paragon due to directories that didn't exist) #!RB: Guillaume.Abadie #!Tests:none Change 3576794 on 2017/08/08 by Laurent.Delayen Removed call to DebugCanvas->Flush_GameThread(); to fix 'showdebug' commands not rendering anymore. #!rb Matt.Kuhlenschmidt #!codereview Matt.Kuhlenschmidt #!tests Ghost in PIE, showdebug animation works. Change 3576302 on 2017/08/08 by Jurre.deBaare Fix for Materials get switched up while building HLODs in case the section order is different than the material order #!rb none #!tests Rebuild problematic clusters in Monolith2 #!fix materials remapping was done using the section index instead of material index in the hlod path (static mesh merge one was fine) Change 3575221 on 2017/08/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for PS4 shipping #!tests compiled PS4 shipping #!rb none #!ROBOMERGE-SOURCE: CL 3575112 in //Orion/Release-42.1/... via CL 3575114 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3575165 on 2017/08/07 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/PS4/PS4RHI/Private/GnmManager.cpp -------------------------------------- PS4 GPU time now shows correct values instead of vsync time. #!tests Ran on PS4 #!rb Luke.Thatcher #!ROBOMERGE-SOURCE: CL 3574821 in //Orion/Release-42.1/... via CL 3574823 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574408 on 2017/08/06 by Ben.Salem Switch nightly solo smoke/fx tests to have -unattended on their commandlines. #!rb none #!tests compiled. Change 3574308 on 2017/08/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Include session time, MVP, and hitches on new health report #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3574305 in //Orion/Release-42/... via CL 3574306 via CL 3574307 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574217 on 2017/08/05 by Jeff.Williams Fixing UAT compile error #!review-3574218 @andrew.grant #!rb na #!tests na Change 3574139 on 2017/08/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3571982 for future v42 patches #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3574136 in //Orion/Release-42/... via CL 3574137 via CL 3574138 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3574130 on 2017/08/05 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/SelfTest/Gauntlet.SelfTest.LogParserTest.cs -------------------------------------- Non-shipping Gauntlet changes - Log parser cleanup that provides better access to log channel info, errors, warnings, and ensures Updated BaselinePerf test to record number of units travelled. This should highlight tests where a bot gets blocked :( #!tests ran locally on PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3574116 in //Orion/Release-42/... via CL 3574123 via CL 3574124 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3573197 on 2017/08/04 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Merging //Orion/Release-42.1 to Dev-ContentUpdate (//Orion/Dev-ContentUpdate) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3573179 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3573079 on 2017/08/04 by Andrew.Grant Removed some code that was preventing Wacom from working #!tests #!rb none Change 3572790 on 2017/08/04 by Jurre.deBaare Moving over fixes from 4.17 stream related to HLOD: "UE-47360 Non Uniform baking of HLOD materials causes texture stretching UE-47031 Generating a HLOD cluster with multiple actors that contain lods will not bake correctly" #!rb none #!tests none Change 3572663 on 2017/08/04 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - copy elf files to temp dir and launch from there #!tests ran gauntlet #!rb none #!ROBOMERGE-SOURCE: CL 3572657 in //Orion/Release-42/... via CL 3572659 via CL 3572662 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3572622 on 2017/08/04 by Jurre.deBaare Moving over: "Guard against zero sized boxes being sent to the slate batcher. This was exposed by the clipping changes since zero sized elements would have been previously clipped. #!rb nick.darnell #!jira UE-46919" #!tests none Change 3572428 on 2017/08/04 by Benn.Gallagher Added per-axis inertia and parent dominance settings to physics assets #!rb Thomas.Sarkanen #!tests Shrapnel in editor and -game (seems to be the only character using old inertia scaler for rigid body node) Change 3572142 on 2017/08/04 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Disabling r.Cache.UpdatePrimsTaskEnabled for PS4 due to lock-ups #!tests none #!rb none #!ROBOMERGE-SOURCE: CL 3572139 in //Orion/Release-42/... via CL 3572140 via CL 3572141 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3572133 on 2017/08/04 by Andrew.Grant Merging //UE4/Main/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp to //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp #!tests #!rb none Change 3572065 on 2017/08/03 by Andrew.Grant Fixed bug in Gauntlet parsing of perf data for tests Added perf-parsing test to SelfTest #!tests ran self test #!rb none #!ROBOMERGE: 42.1 Change 3572033 on 2017/08/03 by Andrew.Grant Merging //UE4/Main @ 3571062 through Orion-Staging #!rb none #!tests Engine QA pass Change 3571262 on 2017/08/03 by Uriel.Doyon StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer. Changing the current lighting scenario now triggers an update of the texture streamer. Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer. #!rb none #!tests played monolith2 on PS4 and loaded the map in the editor. Change 3571247 on 2017/08/03 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate Dev-UI -> Release42 Reduced the sensitivity on the slow tick timer warning #!rb Trivial #!test Cooked paragon ps4 #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3571239 in //Orion/Release-42/... via CL 3571244 via CL 3571246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3570431 on 2017/08/03 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed a change that was inadvertendly included in a larger fix and seems to be having problems on windows server. #!tests ran windows server locally #!rb none #!ROBOMERGE-SOURCE: CL 3570428 in //Orion/Release-42/... via CL 3570429 via CL 3570430 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3570343 on 2017/08/03 by Jurre.deBaare HLOD: opening a level with HLOD defaults to forcing HLOD on for all clusters #!fix forcing the HLODs to show up in the editor changes the MinDrawDistance of the static mesh component, this was getting saved and not restored during runtime (now does it in PostLoad) #!jira UE-47712 #!rb none #!tests PIE in Editor while having HLOD forced on Change 3570047 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for ensure leading to deadlock #!jira OR-42071 #!tests compiled, ran ShortSoloGame test #!rb none [QAREVIEW] - this fixes the PC locks in OR-42071 and probably the PS4 too, but please recheck both platforms to be sure. #!ROBOMERGE-SOURCE: CL 3570044 in //Orion/Release-42/... via CL 3570045 via CL 3570046 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569932 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Integration from UE4 - fixed a set of critical bugs that would cause rare crashes in the async IO subsystems. #!rb gil.gribb #!tests ran 10x solo games, ran LoadTest, all PS4 #!jira UE-47483 #!ROBOMERGE-SOURCE: CL 3569929 in //Orion/Release-42/... via CL 3569930 via CL 3569931 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569839 on 2017/08/02 by Daniel.Lamb Added the low quality monolith map to the build launcher and cook maps list. #!rb Trivial #!test Compile UAT Change 3569441 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Re-enabled OnlyTickMontagesWhenNotRendered animation optimization, after fixing edge case where 'Evaluate' could be called on out of sync cached data. Only update cached data when the graph will be updated, to ensure we don't have mismatching update and evaluate data. #!rb none [CODEREVIEW] martin.wilson, lina.halper #!tests bot match w/ dedicated server. #!ROBOMERGE-SOURCE: CL 3569235 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3569397 on 2017/08/02 by robomerge #!ROBOMERGE-AUTHOR: ben.salem Merging using Dev-Gen_->_Release-42.1 Support for skins in perf reporting, also report overall test run time. #!rb various #!tests ran with new shallow test maps. #!ROBOMERGE-SOURCE: CL 3568892 in //Orion/Release-42.1/... via CL 3568967 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3568639 on 2017/08/02 by Adric.Worley Add individual FTest enumeration to Orion perf tests Moved methods to run FTests to helper for reuse. Effects perf tests now show individual test cases for more granular runs. All perf tests now do map check and draft logic as setup. #!tests ran updated tests in client/server #!rb ben.salem Change 3568616 on 2017/08/02 by Ben.Salem Switch shallow fx tests to report to their own mailing list. #!rb bob.ferreira #!tests recompiled Change 3568607 on 2017/08/02 by Daniel.Lamb Added staticmeshcomponent to the memreportfull command. #!rb Trivial #!test Paragon Change 3568018 on 2017/08/01 by Ben.Salem Add skin and character name to test reports, and also test runtime. #!rb none #!tests ran steel shallow test Change 3567995 on 2017/08/01 by Bob.Ferreira [FXTests] Updating FXTests and ShallowFXTests to call OnComplete() when doing check point validation. [Gauntlet] Changed InnerTestResult to be protected so that inherited test nodes can modify it. #!rb Ben.Salem #!TESTS Ran local automationtool run on a cooked main build. Change 3567912 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: ori.cohen Added support for physical materials in immediate mode #!rb none #!tests none [CODEREVIEW] Benn.Gallagher #!ROBOMERGE-SOURCE: CL 3567865 in //Orion/Release-42/... via CL 3567901 via CL 3567904 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3567594 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Disabling animation optimization until I can fix an edge case. #!rb none #!tests arcade mode #!ROBOMERGE-SOURCE: CL 3567593 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3566953 on 2017/08/01 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Animation Optimization: Added EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered to only update montages when not rendered, instead of doing a whole pose update. This means on dedicated servers we'll only update montages when needed, and not the AnimGraph, which we have no need for. This is also affects non rendered meshes on clients. #!rb martin.wilson [CODEREVIEW] lina.halper, martin.wilson #!tests ghost and wukong networked doing montage abilities. #!ROBOMERGE-SOURCE: CL 3566950 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3564610 on 2017/07/31 by Uriel.Doyon Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material. Deprecated previous material data as it was causing some waste. Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases #!rb none #!tests played monolith2 on PS4 Change 3564509 on 2017/07/31 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened). [CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson #!rb none #!tests Kwang AnimBP opens without a warning. #!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) [CL 3613306 by Andrew Grant in Main branch]
2017-08-28 15:13:54 -04:00
if (bCanBeSelected)
{
bHandled = true;
FViewportInteractorData* OtherInteractorData = nullptr;
if( OtherInteractor != nullptr )
{
OtherInteractorData = &OtherInteractor->GetInteractorData();
}
// Is the other hand already dragging this stuff?
if ( OtherInteractorData != nullptr &&
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
( OtherInteractorData->DraggingMode == EViewportInteractionDraggingMode::TransformablesWithGizmo ||
OtherInteractorData->DraggingMode == EViewportInteractionDraggingMode::TransformablesFreely ) )
{
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
// Only if they clicked on one of the objects we're already moving
if ( Actor->IsSelected() ) // @todo gizmo: Should check for existing transformable, not an actor!
{
// If we were dragging with a gizmo, we'll need to stop doing that and instead drag freely.
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
if ( OtherInteractorData->DraggingMode == EViewportInteractionDraggingMode::TransformablesWithGizmo )
{
WorldInteraction->StopDragging( this );
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
UPrimitiveComponent* ClickedTransformGizmoComponent = nullptr;
const bool bIsPlacingNewObjects = false;
const bool bAllowInterpolationWhenPlacing = false;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
const bool bShouldUseLaserImpactDrag = false;
const bool bStartTransaction = !WorldInteraction->GetTrackingTransaction().IsActive();
const bool bWithGrabberSphere = false; // @todo grabber: Not supported yet
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
WorldInteraction->StartDragging( OtherInteractor, ClickedTransformGizmoComponent, OtherInteractor->GetHoverLocation(), bIsPlacingNewObjects, bAllowInterpolationWhenPlacing, bShouldUseLaserImpactDrag, bStartTransaction, bWithGrabberSphere );
}
InteractorData.DraggingMode = InteractorData.LastDraggingMode = EViewportInteractionDraggingMode::AssistingDrag;
InteractorData.bDraggingWithGrabberSphere = false; // @todo grabber: Not supported yet
InteractorData.bIsFirstDragUpdate = true;
InteractorData.bWasAssistingDrag = true;
InteractorData.DragRayLength = ( HitResult.ImpactPoint - LaserPointerStart ).Size();
InteractorData.LastDragToLocation = HitResult.ImpactPoint;
InteractorData.InteractorTransformAtDragStart = InteractorData.Transform;
InteractorData.GrabberSphereLocationAtDragStart = FVector::ZeroVector;
InteractorData.ImpactLocationAtDragStart = HitResult.ImpactPoint;
InteractorData.DragTranslationVelocity = FVector::ZeroVector;
InteractorData.DragRayLengthVelocity = 0.0f;
InteractorData.DraggingTransformGizmoComponent = nullptr;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
InteractorData.DragOperationComponent.Reset();
InteractorData.bIsDrivingVelocityOfSimulatedTransformables = false;
InteractorData.GizmoStartTransform = OtherInteractorData->GizmoStartTransform;
InteractorData.GizmoLastTransform = InteractorData.GizmoTargetTransform = InteractorData.GizmoUnsnappedTargetTransform = InteractorData.GizmoInterpolationSnapshotTransform = InteractorData.GizmoStartTransform;
InteractorData.GizmoStartLocalBounds = OtherInteractorData->GizmoStartLocalBounds;
InteractorData.GizmoSpaceFirstDragUpdateOffsetAlongAxis = FVector::ZeroVector; // Will be determined on first update
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
InteractorData.LockedWorldDragMode = ELockedWorldDragMode::Unlocked;
InteractorData.GizmoScaleSinceDragStarted = 0.0f;
InteractorData.GizmoRotationRadiansSinceDragStarted = 0.0f;
InteractorData.GizmoSpaceDragDeltaFromStartOffset = FVector::ZeroVector; // Set every frame while dragging
WorldInteraction->SetDraggedSinceLastSelection( true );
WorldInteraction->SetLastDragGizmoStartTransform( InteractorData.GizmoStartTransform );
Action->bIsInputCaptured = true;
// Play a haptic effect when objects are picked up
PlayHapticEffect( VI::DragHapticFeedbackStrength->GetFloat() ); //@todo ViewportInteraction
}
else
{
// @todo vreditor: We don't currently support selection/dragging separate objects with either hand
}
}
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
else if ( OtherInteractorData != nullptr && OtherInteractorData->DraggingMode == EViewportInteractionDraggingMode::TransformablesWithGizmo )
{
// We don't support dragging objects with the gizmo using two hands. Just absorb it.
}
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
else if ( OtherInteractorData != nullptr && OtherInteractorData->DraggingMode == EViewportInteractionDraggingMode::TransformablesAtLaserImpact )
{
// Doesn't work with two hands. Just absorb it.
}
else
{
// Only start dragging if the actor was already selected (and it's a full press), or if we clicked on a gizmo. It's too easy to
// accidentally move actors around the scene when you only want to select them otherwise.
const bool bOtherHandTryingToDrag =
Actor != WorldInteraction->GetTransformGizmoActor() &&
OtherInteractorData != nullptr &&
OtherInteractorData->ClickingOnComponent.IsValid() &&
OtherInteractorData->ClickingOnComponent.Get()->GetOwner()->IsSelected() &&
OtherInteractorData->ClickingOnComponent.Get()->GetOwner() == HitResult.GetComponent()->GetOwner(); // Trying to drag same actor
FTrackingTransaction& TrackingTransaction = WorldInteraction->GetTrackingTransaction();
bool bShouldDragSelected = false;
bool bSelectionChanged = false;
if( Actor == WorldInteraction->GetTransformGizmoActor() )
{
bShouldDragSelected = true;
bSelectionChanged = false;
}
else
{
// Clicked on a normal actor. So update selection!
const bool bWasSelected = Actor->IsSelected();
// Determine whether we are starting a marquee select
const bool bIsMarqueeSelect = ViewportClient.IsAltPressed() && ViewportClient.IsCtrlPressed();
// Default to replacing our selection with whatever the user clicked on
enum ESelectionModification
{
Replace,
Toggle
} SelectionModification = ESelectionModification::Replace;
// Light pressing on an actor while holding the modifier button will toggle selection
const bool bIsMouseCursorInteractor = this->IsA( UMouseCursorInteractor::StaticClass() );
if( this->IsModifierPressed() && !bWasSelected )
{
SelectionModification = ESelectionModification::Toggle;
}
if( !bIsMarqueeSelect )
{
if( !bWasSelected && SelectionModification == ESelectionModification::Replace )
{
// Capture undo state
bSelectionChanged = true;
TrackingTransaction.TransCount++;
TrackingTransaction.Begin( LOCTEXT( "SelectActor", "Select Actor" ) );
GEditor->SelectNone( true, true );
GEditor->SelectActor( Actor, true, true );
}
else if ( SelectionModification == ESelectionModification::Toggle )
{
TrackingTransaction.TransCount++;
TrackingTransaction.Begin( LOCTEXT( "ToggleActorSelection", "Toggle Actor Selection" ) );
GEditor->SelectActor( Actor, !Actor->IsSelected(), true );
bSelectionChanged = true;
}
}
bShouldDragSelected = bOtherHandTryingToDrag || !bSelectionChanged;
// Carryable items, like cameras are a special case, we want to be able to click and move in one action.
const TArray< TUniquePtr< FViewportTransformable > >&Transformables = WorldInteraction->GetTransformables();
if (!bShouldDragSelected && Transformables.Num() == 1 && Transformables[0].Get()->ShouldBeCarried())
{
bShouldDragSelected = true;
}
}
if ( bShouldDragSelected && InteractorData.DraggingMode != EViewportInteractionDraggingMode::Interactable )
{
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
UPrimitiveComponent* ClickedTransformGizmoComponent = nullptr;
{
const bool bUsingGizmo =
HitResult.GetComponent() != nullptr &&
HitResult.GetComponent()->GetOwner() == WorldInteraction->GetTransformGizmoActor();
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
if( bUsingGizmo )
{
ClickedTransformGizmoComponent = HitResult.GetComponent();
}
}
const bool bIsPlacingNewObjects = false;
const bool bAllowInterpolationWhenPlacing = true;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
const bool bShouldUseLaserImpactDrag = false;
const bool bStartTransaction = !bSelectionChanged;
const bool bWithGrabberSphere = false; // @todo grabber: Not supported yet
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
WorldInteraction->StartDragging( this, ClickedTransformGizmoComponent, HitResult.ImpactPoint, bIsPlacingNewObjects, bAllowInterpolationWhenPlacing, bShouldUseLaserImpactDrag, bStartTransaction, bWithGrabberSphere );
Action->bIsInputCaptured = true;
}
else if ( bSelectionChanged )
{
// Stop our transaction
TrackingTransaction.End();
// User didn't drag but did select something, so play a haptic effect.
PlayHapticEffect( VI::SelectionHapticFeedbackStrength->GetFloat() );
}
}
}
}
}
}
else if ( Event == IE_Released )
{
if ( InteractorData.ClickingOnComponent.IsValid() )
{
bHandled = true;
InteractorData.ClickingOnComponent = nullptr;
}
// Don't allow the trigger to cancel our drag on release if we're dragging the world.
if ( InteractorData.DraggingMode != EViewportInteractionDraggingMode::Nothing &&
!bIsDraggingWorld &&
!bIsDraggingWorldWithTwoHands )
{
WorldInteraction->StopDragging( this );
Action->bIsInputCaptured = false;
bHandled = true;
}
}
}
// World Movement
else if ( Action->ActionType == ViewportWorldActionTypes::WorldMovement )
{
if ( Event == IE_Pressed )
{
// Is our other hand already dragging the world around?
if ( OtherInteractor && OtherInteractor->GetInteractorData().DraggingMode == EViewportInteractionDraggingMode::World )
{
InteractorData.DraggingMode = InteractorData.LastDraggingMode = EViewportInteractionDraggingMode::AssistingDrag;
InteractorData.bWasAssistingDrag = true;
}
else
{
// Start dragging the world
InteractorData.DraggingMode = InteractorData.LastDraggingMode = EViewportInteractionDraggingMode::World;
InteractorData.bWasAssistingDrag = false;
if( OtherInteractor != nullptr )
{
// Starting a new drag, so make sure the other hand doesn't think it's assisting us
OtherInteractor->GetInteractorData().bWasAssistingDrag = false;
// Stop any interia from the other hand's previous movements -- we've grabbed the world and it needs to stick!
OtherInteractor->GetInteractorData().DragTranslationVelocity = FVector::ZeroVector;
}
}
InteractorData.bIsFirstDragUpdate = true;
InteractorData.bDraggingWithGrabberSphere = false;
InteractorData.DragRayLength = 0.0f;
InteractorData.LastDragToLocation = InteractorData.Transform.GetLocation();
InteractorData.InteractorTransformAtDragStart = InteractorData.Transform;
InteractorData.GrabberSphereLocationAtDragStart = FVector::ZeroVector;
InteractorData.DragTranslationVelocity = FVector::ZeroVector;
InteractorData.DragRayLengthVelocity = 0.0f;
InteractorData.bIsDrivingVelocityOfSimulatedTransformables = false;
// We won't use gizmo features for world movement
InteractorData.DraggingTransformGizmoComponent = nullptr;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
InteractorData.DragOperationComponent.Reset();
InteractorData.OptionalHandlePlacement.Reset();
InteractorData.GizmoStartTransform = FTransform::Identity;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3207429 on 2016/11/22 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285 Change 3252627 on 2017/01/10 by Lukasz.Furman removed duplicated entries from visual logger shape rendering #ue4 Change 3252675 on 2017/01/10 by Ori.Cohen Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252686 on 2017/01/10 by Ori.Cohen Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252887 on 2017/01/10 by Dan.Reynolds Increased modes to include: Harmonic minor Melodic minor (going up) Pentatonic (Major) Pentatonic (minor) Whole Tone Diminished (WH) and Blues Change 3252895 on 2017/01/10 by Aaron.McLeran update to music utilities. Change 3253060 on 2017/01/10 by Aaron.McLeran Updates to synthesis plugin and some new features to DSP objects Change 3253061 on 2017/01/10 by Aaron.McLeran Updates to music maps Change 3253078 on 2017/01/10 by Aaron.McLeran Removing pragma optimization code accidentally checked in Change 3253110 on 2017/01/10 by Ori.Cohen First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3253315 on 2017/01/10 by Aaron.McLeran Fixing a few bugs in DSP objects - Added a new types file EpicSynth1 and EpicSynth1 component can share enums Change 3253577 on 2017/01/11 by Aaron.McLeran Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map Change 3254052 on 2017/01/11 by Ori.Cohen Fix build. Change 3254059 on 2017/01/11 by Ori.Cohen Turn off html5 trying to build apex. Change 3254095 on 2017/01/11 by Ori.Cohen Fix build Change 3254200 on 2017/01/11 by Jon.Nabozny Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments. #JIRA UE-40469 Change 3254334 on 2017/01/11 by Marc.Audy Put in missing virtual Change 3254397 on 2017/01/11 by dan.reynolds Updates to OtonOkeMap Change 3254410 on 2017/01/11 by Marc.Audy Cleanup autos Change 3254420 on 2017/01/11 by Marc.Audy PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist) Modified somewhat, but based on what PR indicated as a problem. #jira UE-40369 Change 3254423 on 2017/01/11 by Marc.Audy Optimize GetDefaultSubobjectByName and GetDefaultSubobjects Remove autos Change 3254826 on 2017/01/11 by Aaron.McLeran Bringing optimizations to dev-framework Change 3254831 on 2017/01/11 by dan.reynolds Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets. Change 3254833 on 2017/01/11 by dan.reynolds Updating MidiSynthTestBP's default SynthPreset pan value. Change 3254851 on 2017/01/11 by dan.reynolds Updating ES1Bank_Bass Updating OtonOkeMap Change 3254854 on 2017/01/11 by Aaron.McLeran Some fixups for pan modulation Change 3255682 on 2017/01/12 by aaron.mcleran Turning the bass down a bit on OtonOkeMap Change 3255721 on 2017/01/12 by Marc.Audy Fix spelling error Change 3255790 on 2017/01/12 by Marc.Audy Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3256263 on 2017/01/12 by Ori.Cohen Refactor immediate mode api to take PxD6Joint and PxRigidActor instead. Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3256360 on 2017/01/12 by Ori.Cohen Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene) Change 3256846 on 2017/01/13 by Marc.Audy Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead. Change 3256954 on 2017/01/13 by Marc.Audy Fix missed fixup of deprecated constructor use Change 3257167 on 2017/01/13 by Jon.Nabozny Fix check in FBodyInstance::SetCollisionEnabled. Create convenience methods for HasPhysics and HasQuery. #jira UE-39633 Change 3257181 on 2017/01/13 by Zak.Parrish Adding input map and some testing content to Xenakis Change 3257183 on 2017/01/13 by Mieszko.Zielinski Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4 Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius #jira UE-40368 Change 3257211 on 2017/01/13 by Jon.Nabozny Fix CIS issue caused by 3257167. Change 3257220 on 2017/01/13 by Marc.Audy Additional FBox constructor deprecation fixups Change 3257236 on 2017/01/13 by zak.parrish Fixed error on Xenakis input pawn Change 3257242 on 2017/01/13 by zak.parrish Update to InputListener Change 3257273 on 2017/01/13 by Marc.Audy No reason to pass simple types by reference Change 3257418 on 2017/01/13 by Ori.Cohen Attempt to turn android physx libs back to static libs. Change 3257445 on 2017/01/13 by Ori.Cohen Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib Change 3257903 on 2017/01/14 by Aaron.McLeran Additions to synth module and updates to dsp objects - Adding ability to create arbitrary modular patches from modulating sources to modulation destinations - DSP objects define their default depths but patches can override - Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets - Adding a preset bank type so we can store a bank of presets (aka factory presets) Change 3258179 on 2017/01/15 by Seth.Weedin Duplicating input test map for some FX work Change 3258181 on 2017/01/15 by Seth.Weedin Modify skybox in test map to be dark and spooky Change 3258183 on 2017/01/15 by aaron.johnson substituted classes, changed wind speed and adjusted level lighting Change 3258190 on 2017/01/15 by aaron.johnson substituted triplet pawn and motion controller classes, enabled grabbing animations Change 3258191 on 2017/01/15 by Aaron.McLeran Getting source effects working for GDC demo - Added new synthesis editor module to create instances of user-created source effects - Added code to do source effects - Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings. - Tweaks and fixes to existing dsp objects to get source effects working - Modified existing engine code to allow for playing out source effect tails - Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future. - Fixed issue of pitching with stereo delay effect on setting first interpolated param - Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module - Deleting some cruft files no longer needed Change 3258201 on 2017/01/15 by Seth.Weedin C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none Change 3258206 on 2017/01/15 by aaron.johnson map push, triplets interface created, debug widget placed in level Change 3258222 on 2017/01/15 by Aaron.McLeran Fixing crash when there's a null entry in the source effect chain Fixed some zippering introduced by applying volume twice. Change 3258225 on 2017/01/15 by aaron.johnson Interface changes, pawn output values wip Change 3258228 on 2017/01/15 by aaron.johnson Pawn should be outputting all correct values for Tripletsinterface Change 3258242 on 2017/01/15 by Stanley.Hayes Edge lights and Spherical Density Materials Change 3258251 on 2017/01/16 by Seth.Weedin More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none Change 3258284 on 2017/01/16 by Aaron.McLeran Fixing CIS build error Surprised that MSVC allows that... Change 3258525 on 2017/01/16 by Mieszko.Zielinski Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4 Change 3258537 on 2017/01/16 by Lukasz.Furman fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component #ue4 Change 3258595 on 2017/01/16 by Marc.Audy Fix static analysis warning Change 3259364 on 2017/01/16 by Mieszko.Zielinski BTTask_RotateToFaceBBEntry comment spelling fix #UE4 #jira UE-40669 Change 3259683 on 2017/01/16 by dan.reynolds Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started Change 3260244 on 2017/01/17 by Lina.Halper #anim - optimize layer blend node to not create mask weights in run-time but in compile time. #code review: Martin.Wilson Change 3260617 on 2017/01/17 by Ori.Cohen Immediate mode spawns its own actors. Change 3260701 on 2017/01/17 by Ori.Cohen Don't bother blending physics with animation when physics is QueryOnly Change 3260796 on 2017/01/17 by Ori.Cohen EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll. Change 3261207 on 2017/01/17 by Ori.Cohen First iteration of contact enabling/disabling for immediate mode. Change 3262010 on 2017/01/18 by Marc.Audy Remove some autos Change 3262525 on 2017/01/18 by Lina.Halper Fix crash with required bones index not using property indexing #jira: UE-40786 Change 3263658 on 2017/01/19 by Martin.Wilson Add AnimTechDemo to dev-framework (base third person + feng mao) Change 3263684 on 2017/01/19 by Lina.Halper #anim : layer node - fix allocation change I made by mistake Change 3264523 on 2017/01/19 by Ori.Cohen Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order Change 3264701 on 2017/01/19 by Ori.Cohen Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors Change 3264980 on 2017/01/19 by Ori.Cohen Make sure physics asset collision disabled works in immediate mode. Change 3265011 on 2017/01/19 by Ori.Cohen Added the ability to override physics asset for immediate mode Change 3265030 on 2017/01/19 by Ori.Cohen Added override gravity for immediate mode. Change 3265650 on 2017/01/20 by Benn.Gallagher NvCloth Source Change 3265652 on 2017/01/20 by Benn.Gallagher NvCloth Lib #rnx Change 3265653 on 2017/01/20 by Benn.Gallagher NvCloth Bin #rnx Change 3266195 on 2017/01/20 by Danny.Bouimad Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth) Change 3266377 on 2017/01/20 by Marc.Audy Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes. Change 3267873 on 2017/01/23 by Jon.Nabozny Fix SceneProxy shadowing in UGeometryCacheComponent. Change 3268025 on 2017/01/23 by Benn.Gallagher IWYU change, platform PCH generation seemed to hide this one. Change 3268026 on 2017/01/23 by Benn.Gallagher Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block #rnx Change 3268630 on 2017/01/23 by Zak.Parrish Updating to add MIGS shooter content, as well as audio interaction Blueprints Change 3268663 on 2017/01/23 by Ori.Cohen Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference. Change 3268811 on 2017/01/23 by Ori.Cohen Added component space sim for immediate mode Change 3269369 on 2017/01/24 by Benn.Gallagher Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework) Replaced clothing with new simulation framework Change 3269417 on 2017/01/24 by danny.bouimad Minor Update to cloth map for test Change 3269420 on 2017/01/24 by Benn.Gallagher Removed APEX simulation from clothing framework (used in testing, not fully complete) Change 3269421 on 2017/01/24 by danny.bouimad Small tweaks Change 3269515 on 2017/01/24 by Lukasz.Furman enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes fixed GameplayAbility debugger's category not using IAbilitySystemInterface #ue4 Change 3269595 on 2017/01/24 by mason.seay Break apart physics asset for crash bug Change 3269819 on 2017/01/24 by Ori.Cohen Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver. Change 3270364 on 2017/01/24 by Josh.Stoddard upgrade to the latest version of v-HACD: https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib commit: 7a09f9d NOTE: only updated windows binaries mac and linux still using old binaries until they can be tested #jira UE-40124 #rb josh.stoddard Change 3271188 on 2017/01/25 by Jurre.deBaare Post-import script support #jira UEFW-80 Change 3271249 on 2017/01/25 by Thomas.Sarkanen Move soundwave-internal curve tables to advanced display Exposing it was confusing to audio people Change 3271586 on 2017/01/25 by Marc.Audy Don't rerun construction scripts twice on a level that has been hidden and reshown #jira UE-40306 Change 3272048 on 2017/01/25 by Ori.Cohen Fix for immediate mode sim when root body is the same as the root bone. Change 3272083 on 2017/01/25 by Ori.Cohen Make sure to warn when component space sim and collision are used together. Also handle it gracefully. Change 3272300 on 2017/01/25 by Ori.Cohen Fix incorrect collision generation when a shape's local pose is not identity. Change 3273195 on 2017/01/26 by Jurre.deBaare Fix for Anim import script crash in GetBonePosesForTime Change 3273204 on 2017/01/26 by Ben.Marsh Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool. Change 3273378 on 2017/01/26 by James.Golding In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed Change 3273381 on 2017/01/26 by James.Golding Big refactor to PoseDriver - RBF logic now moved into its own class/file - Allow editing of transform and radial scaling per-target - Add support for different falloff functions (not just Gaussian) - Allow driving curves directly, rather than always poses - Add details customization for pose driver node - Edits to PoseDriver settings now take immediate effect, don't need to recompile Change 3273826 on 2017/01/26 by Josh.Stoddard modify VHACD to improve quality of hulls generated by convex decomposition NOTE: mac libs not included - mac editor will use legacy libs for now Change 3273902 on 2017/01/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433 Change 3274018 on 2017/01/26 by Ori.Cohen Added immediate physics preview in phat. Change 3274165 on 2017/01/26 by Ori.Cohen PhAT now depends on immediate mode plugin. Fix build #JIRA UE-41179 Change 3275001 on 2017/01/27 by Jurre.deBaare Fix for crash in Persona with Anim Modifiers Change 3275297 on 2017/01/27 by Ori.Cohen Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision) Change 3275340 on 2017/01/27 by Benn.Gallagher Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy #jira UE-41025 #jira UE-41039 Change 3275383 on 2017/01/27 by Benn.Gallagher Blacklisted double promotion warning on ps4 NvCloth build #rnx Change 3275426 on 2017/01/27 by Benn.Gallagher Removed CUDA dependencies from NvCloth cmake files Change 3275670 on 2017/01/27 by Ori.Cohen Fix phat ragdoll in immediate mode updating sketal mesh component transform Change 3275673 on 2017/01/27 by Ori.Cohen Add position/velocity iteration to immediate mode Change 3276001 on 2017/01/27 by Alan.Noon Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini none Change 3276596 on 2017/01/28 by Aaron.McLeran Removing unused #ifdef Change 3276597 on 2017/01/28 by Aaron.McLeran Getting rid of static analysis warning Change 3277354 on 2017/01/30 by Lukasz.Furman fixed custom navlink Id collisions #ue4 Change 3277356 on 2017/01/30 by Lukasz.Furman fixed comments in GameplayDebugger.h #jira UE-41103 Change 3277371 on 2017/01/30 by mason.seay Test map for spawn sound/force feedback bug. Change 3277445 on 2017/01/30 by Lukasz.Furman fixed compilation warning #ue4 Change 3277560 on 2017/01/30 by Danny.Bouimad Made checkin to Fix Crash that occured due to bad content. Change 3277567 on 2017/01/30 by Ori.Cohen Fix immediate mode crashing when joint is empty. #JIRA UE-41026 Change 3277928 on 2017/01/30 by Ori.Cohen Turn on immediate mode plugin by default Change 3278433 on 2017/01/30 by Ori.Cohen Immediate mode supports heightfield collision. Change 3278449 on 2017/01/30 by Ori.Cohen Fix immediate mode cache not being initialized properly. Change 3278787 on 2017/01/31 by James.Golding Fix CIS error in ImmediatePhysicsSimulation.cpp Change 3279303 on 2017/01/31 by mason.seay Assets for RigidBody node bug Change 3279352 on 2017/01/31 by Benn.Gallagher Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before Change 3279377 on 2017/01/31 by Alan.Noon GDC AnimTech Demo: adjusted minion physics assets none Change 3279425 on 2017/01/31 by james.cobbett Updating QA-Physics map. Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now. Change 3279436 on 2017/01/31 by Benn.Gallagher Fixed inertia scales on Owen mesh Change 3279480 on 2017/01/31 by Benn.Gallagher Fixes for clothing behavior changes #jira UE-41092 Change 3279495 on 2017/01/31 by Ori.Cohen Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision. Change 3279579 on 2017/01/31 by james.cobbett Added new scenario to QA-Physics map. Moving platforms (up/down, left/right) with physics objects on them. Change 3279695 on 2017/01/31 by mason.seay RigidBody node test asset Change 3280105 on 2017/01/31 by Ori.Cohen Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode Change 3280148 on 2017/01/31 by mason.seay First round of assets for force feedback testing Change 3280860 on 2017/02/01 by James.Golding Merge CL 3280853 to Dev-Framework Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor Change 3281172 on 2017/02/01 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156 Change 3281210 on 2017/02/01 by james.cobbett Updated QA-Physics map Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube. Change 3281211 on 2017/02/01 by James.Golding Details customization for editing PoseDriver targets list Change 3281332 on 2017/02/01 by Marc.Audy Fix bad merge Fix file types Change 3281388 on 2017/02/01 by mason.seay Updated Force Feedback asset Change 3281396 on 2017/02/01 by mason.seay moving asset Change 3281987 on 2017/02/01 by Benn.Gallagher Fixed project generation failing after main merge Change 3282047 on 2017/02/01 by Marc.Audy Fix up Target and build cs files after changes from Dev-Build Change 3282214 on 2017/02/01 by Ori.Cohen Expose radial forces to immediate mode Change 3282221 on 2017/02/01 by Alan.Noon Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters none Change 3282273 on 2017/02/01 by Ori.Cohen Fix crash when recompiling animbp of immediate mode due to null pointer. Change 3282368 on 2017/02/01 by Ori.Cohen Quick iteration on minion demo Change 3282824 on 2017/02/02 by James.Golding Fix for CIS in RBFSolver.h Change 3282829 on 2017/02/02 by James.Golding Fix CIS in PoseDriverDetails.cpp Fix list UI not refreshing after copying targets from PoseAsset Change 3282834 on 2017/02/02 by Danny.Bouimad Adding Pose driver additive assets Change 3282863 on 2017/02/02 by James.Golding Add Mambo mesh and Skeleton Change 3282892 on 2017/02/02 by James.Golding Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework Change 3283157 on 2017/02/02 by Mieszko.Zielinski Cook Orion Win64 fix #UE4 Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP Change 3283159 on 2017/02/02 by Marc.Audy Additional CIS fixes Change 3283179 on 2017/02/02 by Marc.Audy More CIS fixes Change 3283197 on 2017/02/02 by Jurre.deBaare Fix for issues importing Fornite geometry cache assets #fix Use actual import number of frames instead of total number of frames in the Alembic Cache Change 3283201 on 2017/02/02 by Marc.Audy Keep fixing CIS Change 3283270 on 2017/02/02 by James.Golding Merging CL 3276013 to Dev-Framework - fix issue with additive pose preview applying twice Change 3283499 on 2017/02/02 by Marc.Audy More CIS fixes Change 3283543 on 2017/02/02 by Jon.Nabozny Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation. Change 3283663 on 2017/02/02 by Ori.Cohen Fix potential null dereference in ragdoll node Change 3283757 on 2017/02/02 by Marc.Audy May fix remaining CIS issues Change 3283984 on 2017/02/02 by Marc.Audy Fix linux CIS Change 3284039 on 2017/02/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913 Change 3284067 on 2017/02/02 by Marc.Audy Fixup mistakes in converting redirects Change 3284187 on 2017/02/02 by Ori.Cohen Immediate mode works with radial force (not just radial impulse) Change 3284358 on 2017/02/02 by Ori.Cohen Update arcblade phys asset for immediate mode Change 3284667 on 2017/02/02 by Marc.Audy Arguments is an array not a string now. Fixing commented out code. Change 3284684 on 2017/02/02 by Marc.Audy Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro. Change 3284707 on 2017/02/02 by Marc.Audy Fix AVIWriter module compilation on Mac Change 3285012 on 2017/02/03 by Benn.Gallagher Fixes for Dx NvCloth shader warnings Change 3285016 on 2017/02/03 by Marc.Audy Fix missing include Change 3285048 on 2017/02/03 by Benn.Gallagher Fixed Persona needing a restart when changing number of clothing assets (import/delete) #jira UE-41323 Change 3285325 on 2017/02/03 by Marc.Audy Properly implement AVIWriter module Change 3285538 on 2017/02/03 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499 Change 3285735 on 2017/02/03 by Jon.Nabozny Add IsInAir method to UVehicleWheel. #jira UE-38369 Change 3285862 on 2017/02/03 by Aaron.McLeran UE-41435 Fixing PIE audio - Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE. Change 3285914 on 2017/02/03 by danny.bouimad RecomputeTangents Test Assets Change 3286246 on 2017/02/03 by Mieszko.Zielinski Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4 #jira UE-41527 #jira UE-41518 Change 3286308 on 2017/02/03 by Ori.Cohen Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin. #JIRA UE-41529 Change 3286396 on 2017/02/03 by Ori.Cohen Fix CIS Change 3286479 on 2017/02/03 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3287421 on 2017/02/06 by James.Golding Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819 Change 3287427 on 2017/02/06 by James.Golding Fix PoseBlendNode to 'pass through' if no poses are activated Change 3287430 on 2017/02/06 by James.Golding - Add support to PoseDriver for evaluating source bone in the space of a different bone - Fix driven bone adding a scale of 1 - Fix posedriver values 'sticking' (reset all weights to zero each frame) - Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor) - Tranlsation targets now draw larger when selected - 'Copy from pose asset' now also auto-sets radius for you - Remove spammy warnings for missing poses/curves - Add UPoseAsset::GetNumTracks and ::GetFullPose - Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose - Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0) Change 3287496 on 2017/02/06 by Chad.Garyet fixing busted quotes around defaultvalues Change 3287569 on 2017/02/06 by Mieszko.Zielinski Orion BP fixed after deprecating NavigationSystem's BP API #Orion Change 3287595 on 2017/02/06 by Benn.Gallagher BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs. Built for new NvCloth upgrade Change 3287598 on 2017/02/06 by Benn.Gallagher NvCloth Upgrade to 21604115 Added Linux+Mac support Change 3287710 on 2017/02/06 by Lukasz.Furman added option to disable navlink polys at the end of generated paths #ue4 Change 3287857 on 2017/02/06 by Benn.Gallagher Fixed NvCloth module files to correctly set up linux and mac hopefully Change 3287894 on 2017/02/06 by Benn.Gallagher Another fix to NvCloth build files, didn't get picked up in VS for some reason. Change 3287917 on 2017/02/06 by Lina.Halper Copy from CharacterRigging to Dev-Framework #code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham Change 3287938 on 2017/02/06 by Thomas.Sarkanen Fix crash opening a media sound wave #jira UE-41582 - Editor crashes when running Automation test Change 3287942 on 2017/02/06 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682 Change 3288035 on 2017/02/06 by James.Golding Remove C++ GameMode and pawn classes (replace with floating BP instead) Resave anims to remove Orion refs Add simple AnimBP and map for Mambo testing Change 3288036 on 2017/02/06 by Benn.Gallagher Fix to BuildPhysX task to trigger Mac and Linux builds properly Change 3288125 on 2017/02/06 by Ori.Cohen Change PhysXCommon back to dylib Change 3288127 on 2017/02/06 by Benn.Gallagher Fixed project file identification not working for NvCloth under XCode Change 3288156 on 2017/02/06 by Benn.Gallagher Disable "expansion-to-defined" warning in Linux NvCloth builds Change 3288159 on 2017/02/06 by Lina.Halper potential compile fix for Ocean Editor #code review:Thomas.Sarkanen Change 3288190 on 2017/02/06 by Ori.Cohen Link against static PhysXCommon for mac Change 3288200 on 2017/02/06 by Marc.Audy Fix CIS Change 3288270 on 2017/02/06 by Lina.Halper fix compile error #code review:Thomas.Sarkanen, Marc.Audy Change 3288302 on 2017/02/06 by Thomas.Sarkanen Fixed ensure when deselecting bones in anim BP editor #jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint Change 3288348 on 2017/02/06 by Lina.Halper - Enabled control rig - Changed plugin name to be Control Rig Change 3288490 on 2017/02/06 by Benn.Gallagher Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running. Change 3288511 on 2017/02/06 by Lina.Halper compile fix Change 3288513 on 2017/02/06 by Lina.Halper Check in content to work with Change 3288615 on 2017/02/06 by Ori.Cohen Fix skeletal mesh not simulating when using an aggregate. #JIRA UE-41593 Change 3288791 on 2017/02/06 by thomas.sarkanen Exposed transforms to cinematics so they can be animated Change 3288795 on 2017/02/06 by Ori.Cohen Fix lock warnings for physx #JIRA UE-41591 Change 3288817 on 2017/02/06 by Charles.Anderson GDC Arcblade setup tests. Change 3288825 on 2017/02/06 by Lina.Halper Fix build issue of shadow variable Change 3289058 on 2017/02/06 by Ori.Cohen Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution. #JIRA UE-41026 Change 3289348 on 2017/02/06 by Lina.Halper fix compile issue Change 3289369 on 2017/02/06 by Lina.Halper Renamed leg control to limb control and will be used for arm/feet. - changed vars. - has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman. #code review:Thomas.Sakanen Change 3289422 on 2017/02/06 by Lina.Halper Fixed IK sinking issue - or moving #code review:Thomas.Sarkanen Change 3289433 on 2017/02/06 by Lina.Halper Fixed real shadow error Change 3289485 on 2017/02/06 by Lina.Halper fixed build issue Change 3289657 on 2017/02/07 by thomas.sarkanen Added rig bone mapping to Ice's skeletal mesh Change 3289658 on 2017/02/07 by thomas.sarkanen Added ControlRig map with Ice setup to pose Change 3289662 on 2017/02/07 by Thomas.Sarkanen Fixed up static analysis warning Change 3289663 on 2017/02/07 by Thomas.Sarkanen Fixed crash when attempting to bind to skeletal mesh with already-set anim BP Anim instance may not have actually been created when binding, so dont dereference it Change 3289717 on 2017/02/07 by Benn.Gallagher Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory Change 3289718 on 2017/02/07 by Benn.Gallagher BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs. Change 3289744 on 2017/02/07 by Benn.Gallagher Fixed missing masses causing crash initialising clothing actors #jira UE-41599 Change 3289746 on 2017/02/07 by Danny.Bouimad Adding Some Content for JamesG he wanted some nicer looking Pose driver test files. Change 3289756 on 2017/02/07 by danny.bouimad Changing the asset for JamesG. Change 3289785 on 2017/02/07 by James.Golding Replace old PoseDrive test with Danny's new one Change 3289858 on 2017/02/07 by Lina.Halper fixed issue with undo transaction buffer Change 3289860 on 2017/02/07 by Benn.Gallagher Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg #jira UE-41655 Change 3289912 on 2017/02/07 by Thomas.Sarkanen Merging using Raven_To_Dev-Framework Originally from CLs 3249471, 3258522, 3260271, 3273791: Sequencer: More work supporting array properties more generically + fixes Change 3289962 on 2017/02/07 by James.Golding Add thickness option to DrawWireDiamond Change 3289963 on 2017/02/07 by James.Golding Add spin option to VectorInputBox Change 3289966 on 2017/02/07 by James.Golding Add weight bar chart to PoseDriver details Stop drawing pose weight text in viewport Fix position targets not drawing larger when selected Change 3290094 on 2017/02/07 by Thomas.Sarkanen Fixed typo in filename (fallout from search and replace) Change 3290119 on 2017/02/07 by Thomas.Sarkanen Manipulators can now have their IK/FK space set on them They are not drawn when the space for the chain that they control is not the same as their setting Also fixed a crash with invalid objects when reloading maps. Change 3290145 on 2017/02/07 by Thomas.Sarkanen CIS fix for fallout from Raven changes #jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors Change 3290319 on 2017/02/07 by Marc.Audy Make sound player nodes hard reference the assets unless they are in a chain below a quality node. Change 3290484 on 2017/02/07 by Richard.Hinckley Fixing grammar in popup messages. Change 3290533 on 2017/02/07 by Marc.Audy Make GetAIController BlueprintPure #jira UE-41654 Change 3290624 on 2017/02/07 by Marc.Audy Reorder header to avoid include tool warnings Change 3290697 on 2017/02/07 by Lina.Halper - support FK manipulator being in local space - fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum #code review: Thomas.Sarkanen Change 3290748 on 2017/02/07 by Ori.Cohen Touch immediate mode file to force physx re-link Change 3290807 on 2017/02/07 by Richard.Hinckley #jira UE-39891 Updates to assist in automatic documentation generation. Change 3290946 on 2017/02/07 by Lina.Halper Fix issue of notify looping. #jira: UE-31463 #Code review:Martin.Wilson Change 3291553 on 2017/02/07 by Lina.Halper Rename/move file(s) - modified mesh mapping controller window to be Control Rig Change 3291571 on 2017/02/07 by Lina.Halper added set up spine option #code review:Thomas.Sarkanen Change 3291581 on 2017/02/07 by Ori.Cohen Temporarily turn off phat immediate mode preview which crashes. Change 3291949 on 2017/02/08 by James.Golding Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819 Change 3291966 on 2017/02/08 by Lina.Halper Fix issue with notify looping bug #jira: UE-31463 Change 3292247 on 2017/02/08 by Marc.Audy Clean up bad merge caused by Fortnite integration to main Change 3292326 on 2017/02/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313 Change 3292409 on 2017/02/08 by Marc.Audy Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong. Change 3292481 on 2017/02/08 by Ori.Cohen Fix for convex hull cooking (from Josh.S) #JIRA UE-41656 Change 3292492 on 2017/02/08 by Mieszko.Zielinski Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite Change 3292778 on 2017/02/08 by Ori.Cohen Touch physx DDC key for new cooking. #JIRA UE-41656 [CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
InteractorData.GizmoStartLocalBounds = FBox(ForceInit);
InteractorData.GizmoLastTransform = InteractorData.GizmoTargetTransform = InteractorData.GizmoUnsnappedTargetTransform = InteractorData.GizmoInterpolationSnapshotTransform = InteractorData.GizmoStartTransform;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
InteractorData.LockedWorldDragMode = ELockedWorldDragMode::Unlocked;
InteractorData.GizmoScaleSinceDragStarted = 0.0f;
InteractorData.GizmoRotationRadiansSinceDragStarted = 0.0f;
InteractorData.GizmoSpaceFirstDragUpdateOffsetAlongAxis = FVector::ZeroVector;
InteractorData.GizmoSpaceDragDeltaFromStartOffset = FVector::ZeroVector;
Action->bIsInputCaptured = true;
}
else if ( Event == IE_Released )
{
WorldInteraction->StopDragging( this );
Action->bIsInputCaptured = false;
}
}
else if ( Action->ActionType == ViewportWorldActionTypes::Delete )
{
if ( Event == IE_Pressed )
{
WorldInteraction->DeleteSelectedObjects();
}
bHandled = true;
}
else if ( Action->ActionType == ViewportWorldActionTypes::Redo )
{
if ( Event == IE_Pressed || Event == IE_Repeat )
{
WorldInteraction->Redo();
}
bHandled = true;
}
else if ( Action->ActionType == ViewportWorldActionTypes::Undo )
{
if ( Event == IE_Pressed || Event == IE_Repeat )
{
WorldInteraction->Undo();
}
bHandled = true;
}
}
if ( !bHandled )
{
// Determine whether we are starting a marquee select
const bool bIsMarqueeSelect = ViewportClient.IsAltPressed() && ViewportClient.IsCtrlPressed();
// If "select and move" was pressed but not handled, go ahead and deselect everything
if ( !bIsMarqueeSelect && Action->ActionType == ViewportWorldActionTypes::SelectAndMove && Event == IE_Pressed )
{
WorldInteraction->Deselect();
}
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
WorldInteraction->OnViewportInteractionInputUnhandled().Broadcast( ViewportClient, this, *Action );
}
}
return bHandled;
}
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
bool UViewportInteractor::HandleInputAxis( FEditorViewportClient& ViewportClient, const FKey Key, const float Delta, const float DeltaTime )
{
bool bHandled = false;
FViewportActionKeyInput* KnownAction = KeyToActionMap.Find( Key );
if ( KnownAction != nullptr ) // Ignore key repeats
{
if (!KnownAction->bIsAxis)
{
UE_LOG(LogInput, Warning, TEXT("UViewportInteractor: %s registered as key but handled as axis"), *KnownAction->ActionType.ToString());
KnownAction->bIsAxis = true;
}
FViewportActionKeyInput Action( KnownAction->ActionType );
if( !bHandled )
{
// Give the derived classes a chance to update according to the input
PreviewInputAxis( ViewportClient, Action, Key, Delta, DeltaTime, bHandled );
}
if (!bHandled)
{
// Here we try to call an BP overridden function. This is cut down to not include non BP friendly classes.
HandleInputAxis_BP( Action, Key, Delta, DeltaTime, bHandled );
}
if( !bHandled )
{
// Give the derived classes a chance to update according to the input
HandleInputAxis( ViewportClient, Action, Key, Delta, DeltaTime, bHandled );
}
}
return bHandled;
}
bool UViewportInteractor::AllowLaserSmoothing() const
{
return true;
}
FTransform UViewportInteractor::GetTransform() const
{
return InteractorData.Transform;
}
FTransform UViewportInteractor::GetRoomSpaceTransform() const
{
return InteractorData.RoomSpaceTransform;
}
FTransform UViewportInteractor::GetLastTransform() const
{
return InteractorData.LastTransform;
}
FTransform UViewportInteractor::GetLastRoomSpaceTransform() const
{
return InteractorData.LastRoomSpaceTransform;
}
EViewportInteractionDraggingMode UViewportInteractor::GetDraggingMode() const
{
return InteractorData.DraggingMode;
}
EViewportInteractionDraggingMode UViewportInteractor::GetLastDraggingMode() const
{
return InteractorData.LastDraggingMode;
}
FVector UViewportInteractor::GetDragTranslationVelocity() const
{
return InteractorData.DragTranslationVelocity;
}
void UViewportInteractor::SetHoverLocation(const FVector& InHoverLocation)
{
InteractorData.HoverLocation = InHoverLocation;
}
bool UViewportInteractor::GetLaserPointer( FVector& LaserPointerStart, FVector& LaserPointerEnd, const bool bEvenIfBlocked, const float LaserLengthOverride )
{
// If we have UI attached to us, don't allow a laser pointer
if( bEvenIfBlocked || !GetIsLaserBlocked() )
{
FTransform HandTransform;
FVector HandForwardVector;
if (GetTransformAndForwardVector(HandTransform, HandForwardVector))
{
LaserPointerStart = HandTransform.GetLocation();
/** To avoid calculating the smooth end location multiple times in one tick we will check if it has already been done this frame and use that */
if (!SavedLaserPointerEnd.IsSet())
{
const float LaserLength = LaserLengthOverride == 0.0f ? GetLaserPointerMaxLength() : LaserLengthOverride;
FVector FinalLaserPointerEnd = LaserPointerStart + HandForwardVector * LaserLength;
/** Only smooth the endlocation when not disabled */
if (WorldInteraction != nullptr && AllowLaserSmoothing() && VI::AllowLaserSmooth->GetInt() == 1)
{
SmoothingOneEuroFilter.SetCutoffSlope(VI::LaserSmoothLag->GetFloat());
SmoothingOneEuroFilter.SetMinCutoff(VI::LaserSmoothMinimumCutoff->GetFloat());
FinalLaserPointerEnd = SmoothingOneEuroFilter.Filter(FinalLaserPointerEnd, WorldInteraction->GetCurrentDeltaTime());
}
LaserPointerEnd = FinalLaserPointerEnd;
SavedLaserPointerEnd = FinalLaserPointerEnd;
}
else
{
LaserPointerEnd = SavedLaserPointerEnd.GetValue();
}
return true;
}
}
return false;
}
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
bool UViewportInteractor::GetGrabberSphere( FSphere& OutGrabberSphere, const bool bEvenIfBlocked )
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
{
OutGrabberSphere = FSphere( 0 );
if( bAllowGrabberSphere )
{
FVector LaserPointerStart, LaserPointerEnd;
if( GetLaserPointer( LaserPointerStart, LaserPointerEnd, bEvenIfBlocked ) )
{
FTransform HandTransform;
FVector HandForwardVector;
if( GetTransformAndForwardVector( HandTransform, HandForwardVector ) )
{
const FVector GrabberSphereCenter = HandTransform.GetLocation() + HandForwardVector * VI::GrabberSphereOffset->GetFloat() * WorldInteraction->GetWorldScaleFactor();
OutGrabberSphere = FSphere( GrabberSphereCenter, VI::GrabberSphereRadius->GetFloat() * WorldInteraction->GetWorldScaleFactor() );
return true;
}
}
}
return false;
}
float UViewportInteractor::GetLaserPointerMaxLength() const
{
return VI::LaserPointerMaxLength->GetFloat();
}
void UViewportInteractor::ResetHoverState()
{
InteractorData.HoverLocation.Reset();
InteractorData.HoveringOverTransformGizmoComponent = nullptr;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
SavedHitResult.Reset();
}
FHitResult UViewportInteractor::GetHitResultFromLaserPointer( TArray<AActor*>* OptionalListOfIgnoredActors /*= nullptr*/, const EHitResultGizmoFilterMode GizmoFilterMode /*= EHitResultGizmoFilterMode::All*/,
TArray<UClass*>* ObjectsInFrontOfGizmo /*= nullptr */, const bool bEvenIfBlocked /*= false */, const float LaserLengthOverride /*= 0.0f */ )
{
FHitResult BestHitResult;
if (SavedHitResult.IsSet() && OptionalListOfIgnoredActors != nullptr && !OptionalListOfIgnoredActors->Contains(SavedHitResult->HitObjectHandle.FetchActor()) && (SavedHitResultFilterMode.IsSet() && (GizmoFilterMode == SavedHitResultFilterMode.GetValue())))
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
BestHitResult = SavedHitResult.GetValue();
}
else
{
FVector LaserPointerStart, LaserPointerEnd;
if ( GetLaserPointer( LaserPointerStart, LaserPointerEnd, bEvenIfBlocked, LaserLengthOverride ) )
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
{
bool bActuallyIgnoreGizmos = (GizmoFilterMode == EHitResultGizmoFilterMode::NoGizmos);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
if( !WorldInteraction->IsTransformGizmoVisible() )
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
bActuallyIgnoreGizmos = true;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
// Ignore all volume objects. They'll just get in the way of selecting other things.
// @todo viewportinteraction: We'll need to device a way to allow volume wire bounds to be selectable using this system
static TArray<AActor*> VolumeActors;
VolumeActors.Reset();
if (WorldInteraction->GetWorld() != nullptr)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
for( TActorIterator<AVolume> It( WorldInteraction->GetWorld(), AVolume::StaticClass() ); It; ++It )
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
AActor* Actor = *It;
if( IsValid(Actor) )
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
VolumeActors.Add( Actor );
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
// Twice twice. Once for editor gizmos which are "on top" and always take precedence, then a second time
// for all of the scene objects
for ( int32 PassIndex = bActuallyIgnoreGizmos ? 1 : 0; PassIndex < ((GizmoFilterMode == EHitResultGizmoFilterMode::GizmosOnly) ? 1 : 2); ++PassIndex )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
{
const bool bOnlyEditorGizmos = ( PassIndex == 0 );
const bool bTraceComplex = true;
FCollisionQueryParams TraceParams( NAME_None, FCollisionQueryParams::GetUnknownStatId(), bTraceComplex, nullptr );
if ( OptionalListOfIgnoredActors != nullptr )
{
TraceParams.AddIgnoredActors( *OptionalListOfIgnoredActors );
}
for( const TWeakObjectPtr<AActor>& ActorToIgnoreWeakPtr : WorldInteraction->GetActorsToExcludeFromHitTest() )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
{
AActor* ActorToIgnore = ActorToIgnoreWeakPtr.Get();
if( ActorToIgnore != nullptr )
{
TraceParams.AddIgnoredActor( ActorToIgnore );
}
}
TraceParams.AddIgnoredActors( VolumeActors );
bool bHit = false;
FHitResult HitResult;
if ( bOnlyEditorGizmos )
{
const FCollisionResponseParams& ResponseParam = FCollisionResponseParams::DefaultResponseParam;
const ECollisionChannel CollisionChannel = bOnlyEditorGizmos ? COLLISION_GIZMO : ECC_Visibility;
bHit = WorldInteraction->GetWorld()->LineTraceSingleByChannel( HitResult, LaserPointerStart, LaserPointerEnd, CollisionChannel, TraceParams, ResponseParam );
if ( bHit )
{
BestHitResult = HitResult;
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
else
{
FCollisionObjectQueryParams EverythingButGizmos( FCollisionObjectQueryParams::AllObjects );
EverythingButGizmos.RemoveObjectTypesToQuery( COLLISION_GIZMO );
bHit = WorldInteraction->GetWorld()->LineTraceSingleByObjectType( HitResult, LaserPointerStart, LaserPointerEnd, EverythingButGizmos, TraceParams );
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
if ( bHit )
{
InteractorData.bHitResultIsPriorityType = false;
if ( !bOnlyEditorGizmos && ObjectsInFrontOfGizmo )
{
for ( UClass* CurrentClass : *ObjectsInFrontOfGizmo )
{
bool bClassHasPriority = false;
bClassHasPriority =
( HitResult.GetComponent() != nullptr && HitResult.GetComponent()->IsA( CurrentClass ) ) ||
( HitResult.HitObjectHandle.IsValid() && HitResult.HitObjectHandle.DoesRepresentClass( CurrentClass ) );
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
if ( bClassHasPriority )
{
InteractorData.bHitResultIsPriorityType = bClassHasPriority;
break;
}
}
}
const bool bHitResultIsGizmo = HitResult.HitObjectHandle.IsValid() && HitResult.HitObjectHandle == WorldInteraction->GetTransformGizmoActor();
if ( !BestHitResult.HitObjectHandle.IsValid() ||
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
InteractorData.bHitResultIsPriorityType ||
bHitResultIsGizmo )
{
BestHitResult = HitResult;
}
}
}
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
SavedHitResult = BestHitResult;
SavedHitResultFilterMode = GizmoFilterMode;
}
return BestHitResult;
}
ViewportInteraction refactoring; miscellaneous VREditor improvements - This merge contains various changes to ViewportInteraction and VR Editor to make things more extensible - Some changes are from Yannick's recent shelved refactoring work, that I've modified and improved upon - EditorWorldManager is gone and replaced by EditorWorldExtensionManager - EditorWorldExtensions are sort of like a more modern version of 'FEdMode', but still a work in progress - Cleaned up access to VREditorMode from other modules, forcing systems to go through EditorWorldExtensions - Overhauled how transforming objects works with world interaction - Viewport interactors can now be used to move objects other than actors around (by implementing an UViewportTransformer, and a FViewportTransformable) - Undo/Redo now works better with inertial transformation! The transaction only ends when objects finally come to rest. - Some initial support for 'grabber sphere' interactor methods has been implemented (not used yet) - Viewport interaction input events now receive the viewport being interacted through - Viewport interaction hover events no longer get a viewport client (because they must be designed to work any number of viewports.) NOTE: This introduces UBT warnings about cyclic module dependencies. We'll have to address this in a different changelist. Other changes: - The active Viewport Interaction 'gizmo mode' is now tied directly to the editor's normal gizmo mode. They share the same state. - New console variable 'VI.UseTransientActors' can be turned off to force editor actors to be created non-transient to make it easier to debug - New console variable 'VI.DragTranslationVelocityStopEpsilon' sets the speed at which transformables will stop have inertia applied to them - Fixed cyclic dependencies with ViewportInteraction and VREditor modules not being tagged properly for UBT - Fixed some issues with transform gizmos not getting release events - Various methods that should have been const were made const - Eliminated duplicate implementation of SpawnTransientSceneActor and DestroyTransientActor; made it static - UnrealEd no longer directly depends on VREditor and ViewportInteraction modules - Engine: AActor::SetIsTemporarilyHiddenInEditor no longer does any work if the object's hidden state didn't change - Slate: Input preprocessor (if bound) now also gets a chance at mouse button down and up events #codereview yannick.lange,lauren.ridge #rb various [CL 3245240 by Mike Fricker in Dev-VREditor branch]
2017-01-03 14:38:17 -05:00
bool UViewportInteractor::GetTransformAndForwardVector( FTransform& OutHandTransform, FVector& OutForwardVector ) const
{
OutHandTransform = InteractorData.Transform;
OutForwardVector = OutHandTransform.GetRotation().Vector();
return true;
}
FVector UViewportInteractor::GetHoverLocation()
{
FVector Result = FVector::ZeroVector;
if (InteractorData.HoverLocation.IsSet())
{
Result = InteractorData.HoverLocation.GetValue();
}
else
{
FVector LaserStart, LaserEnd;
GetLaserPointer(LaserStart, LaserEnd, true);
Result = LaserEnd;
}
return Result;
}
bool UViewportInteractor::IsHovering() const
{
return InteractorData.HoverLocation.IsSet();
}
bool UViewportInteractor::IsHoveringOverGizmo() const
{
return InteractorData.HoveringOverTransformGizmoComponent.IsValid();
}
void UViewportInteractor::SetDraggingMode( const EViewportInteractionDraggingMode NewDraggingMode )
{
InteractorData.DraggingMode = NewDraggingMode;
}
FViewportActionKeyInput* UViewportInteractor::GetActionWithName( const FName InActionName )
{
FViewportActionKeyInput* ResultedAction = nullptr;
for ( auto It = KeyToActionMap.CreateIterator(); It; ++It )
{
if ( It.Value().ActionType == InActionName )
{
ResultedAction = &(It->Value);
break;
}
}
return ResultedAction;
}
float UViewportInteractor::GetDragHapticFeedbackStrength() const
{
return VI::DragHapticFeedbackStrength->GetFloat();
}
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3182951 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). #jira UE-38017 Change 3182892 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS. - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState(). - GetAuthToken is only called if the engine calls IOnlineIdentity::Login(). #jira UE-38017 Change 3182767 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix PS4 session invitations. - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed. - Replaced with NpToolkit2's session invitation API. #jira UE-38020 Change 3182766 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario: - Two users join a session on two separate PS4s. - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4. - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled. #jira UE-38017 UE-38020 Change 3182765 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together". #jira UE-38017 UE-38020 Change 3182633 on 2016/11/01 by Jack.Porter Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built #jira UE-38042 Change 3182332 on 2016/11/01 by Mieszko.Zielinski Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4 #jira UE-37588 Change 3182321 on 2016/11/01 by Dmitry.Rekman Updated READMEs for 4.14 (UE-38059). #jira UE-38059 Change 3182231 on 2016/11/01 by Mitchell.Wilson Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning. #jira UE-38079 Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX #jira UE-38091 Change 3182017 on 2016/11/01 by Chris.Babcock Disable glVertexAttribIPointer on PowerVR Rogue #jira UE-38074 #ue4 #android Change 3181942 on 2016/11/01 by Mitchell.Wilson Resolving multiple warnings in CIS for Elemental Demo. #jira UE-38075 Change 3181941 on 2016/11/01 by Nick.Shin PhysX Bulid Automation script update #jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings Change 3181939 on 2016/11/01 by Ryan.Vance #jira UE-38072 We need to add a hook that can be called after native present has finished for SteamVR. PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame. Change 3181849 on 2016/11/01 by Nick.Shin jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5 jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs the python scripts will need tweaking - they were moved from their original locations from: https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68 the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)... update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk #jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings Change 3181848 on 2016/11/01 by Nick.Shin update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924) #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181838 on 2016/11/01 by Nick.Shin new emscripten tool chain configured by jukka from Mozilla see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181611 on 2016/11/01 by Allan.Bentham Recreate vulkan swapchain after a pause/resume on android. #jira UE-36454 Change 3181451 on 2016/11/01 by Chris.Wood CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly. [UE-37794] - Send and Restart from Crash Reporter Opens Project Browser Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project. Also fixes broken SlateReflector in CRC (switched off in checked in version) #jira UE-37794 Change 3181117 on 2016/11/01 by Dmitriy.Dyomin Fixed: Text Actors not Rendering on Mobile PowerVR based devices were rendring opaque objects twice #jira UE-37949 Change 3181102 on 2016/11/01 by Jack.Porter Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material) #jira UE-36050 Change 3180851 on 2016/10/31 by Daniel.Wright Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing. #jira UE-37793 Change 3180844 on 2016/10/31 by Michael.Trepka Disabled high-DPI in Mac CrashReportClient #jira UE-37697 Change 3180803 on 2016/10/31 by Michael.Trepka Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window. #jira UE-37998 Change 3180764 on 2016/10/31 by zachary.wilson Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro #jira UE-29618 Change 3180666 on 2016/10/31 by Dmitry.Rekman Fix Linux client & server hang when decoding voice chat (UE-36108). - break out of voice channel while loop if unable to serialize the voice packet data. - fixed by JoshM #jira UE-36108 Change 3180428 on 2016/10/31 by Mitchell.Wilson Rebuilt lighting in all Content Examples levels and saved to resolve warnings. #jira UE-37880 Change 3180399 on 2016/10/31 by Dmitry.Rekman Linux: revert to old commandline switch -binnedmalloc (UE-38001). #jira UE-38001 Change 3180298 on 2016/10/31 by Steve.Robb Extra information about which class has failed to have its CppStructOps initialized. #jira UE-37921 Change 3180289 on 2016/10/31 by John.Pollard Fix crash in FCurlHttpRequest::DebugCallback + Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination). #jira UE-36658 Change 3180200 on 2016/10/31 by Benjamin.Hyder Updating QA-Materials to include BuiltData #jira UE-29618 Change 3180173 on 2016/10/31 by Nick.Whiting Fixing up static analysis warning about array size in GoogleVRHMD code #jira UE-38007 Change 3180123 on 2016/10/31 by ryan.brucks #jira UE-35977 hooked up missing transform node inside of newly added function so that it works with variable rotations. Change 3180108 on 2016/10/31 by Benjamin.Hyder Updating QA-Effects map to include BuiltData #jira UE-29618 Change 3180104 on 2016/10/31 by Marc.Audy Don't recreate the render state if the component got unregistered in the interim. #jira UE-37968 Change 3180084 on 2016/10/31 by Allan.Bentham Use glVertexAttribIPointer for ES3. Enable SupportsTextureMaxLevel for ES3. ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES) Fix assert when previewing ES3.1 with PC OpenGL. #jira UE-37472 Change 3180082 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360). - We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027) #jira UEPLAT-1424 Change 3180044 on 2016/10/31 by Michael.Trepka Don't create additional autorelease pool for Metal context on the game thread. #jira UE-37894 Change 3180023 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179973 on 2016/10/31 by Sam.Deiter #Jira UEDOC - 3957 #UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957 #Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais Change 3179930 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179539 on 2016/10/31 by Jack.Porter Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape #jira UE-37954 Change 3179309 on 2016/10/29 by Benjamin.Hyder Re-Saving Foliage asset in Tm-DistanceFields #jira UE-29618 Change 3179308 on 2016/10/29 by Benjamin.Hyder updating AutoLOD settings for foliage example in TM-Shadermodels #jira UE-29618 Change 3179135 on 2016/10/28 by Chris.Babcock Only use alternative event flow for Daydream packaged applications #jira UE-37847 #ue4 #android Change 3178995 on 2016/10/28 by JohnHenry.Carawon Adding test content for the World Origin Rebasing feature #jira UE-29618 Change 3178994 on 2016/10/28 by Chris.Babcock Disable ARM64 Google Play Games - need new library to fix crash #jira UE-37972 #ue4 #android Change 3178955 on 2016/10/28 by Marc.Audy Don't worry about clearing from world's end of frame update frame if being GC'd #jira UE-37928 Change 3178921 on 2016/10/28 by Daniel.Wright [Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3. Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970 #jira UE-37970 Change 3178919 on 2016/10/28 by Daniel.Wright [Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path. #jira UE-37970 Change 3178905 on 2016/10/28 by Max.Chen Sequencer: Fix fade track instance compile #jira UE-37939 Change 3178808 on 2016/10/28 by Dmitry.Rekman Linux: fix crash on exit (UE-37536). - Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run. #jira UE-37536 (Edigrating 3175651 from Dev-Platform to Release-4.14) Change 3178707 on 2016/10/28 by Marc.Audy Fix inverted null check that caused load game from slot to fail if using a BP generated class #jira UE-37774 Change 3178664 on 2016/10/28 by Alexis.Matte Fix the fbx automation tests #jira UE-37960 Change 3178617 on 2016/10/28 by Bart.Hawthorne Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components #jira UE-37692 #tests ran QA game and tested that assert no longer fired in debug Change 3178615 on 2016/10/28 by Max.Chen Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter Copy from Dev-Sequencer #jira UE-37328 #2864 Change 3178553 on 2016/10/28 by Michael.Trepka Don't wait for the main thread in FMacWindow::Show() #jira UE-37915 Change 3178526 on 2016/10/28 by Alexis.Matte Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material. #jira UE-37923 Change 3178451 on 2016/10/28 by Mitchell.Wilson Limit the max angle the cannon tower can be rotated when manually aiming. When max rotation is reached, debug line turns red to be consistent with the arrow tower. #jira UE-36512 Change 3178420 on 2016/10/28 by Lina.Halper Fix build issue #jira: UE-37911 Change 3178390 on 2016/10/28 by mason.seay Enabling follow on certain notifies to help catch issues #jira UE-29618 Change 3178325 on 2016/10/28 by Zak.Middleton #ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server. Mirror CL 3178247 and CL 3178256 in Dev-Framework. #jira UE-37902 Change 3178312 on 2016/10/28 by Max.Chen Sequencer: Fade only oin the current player context, not on all worlds. #jira UE-37939 Change 3178267 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178146 on 2016/10/28 by Lina.Halper #fix crash with thumbnail update when there is no animation, and so on. #code review: Benn.Gallagher #jira: UE-37911 Change 3178145 on 2016/10/28 by Matthew.Griffin Fixed Clean process during a Hot Reload Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved #jira UE-37616 Change 3178143 on 2016/10/28 by Mitchell.Wilson Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation. #jira UE-36269 Change 3178110 on 2016/10/28 by Mitchell.Wilson Rebuilt lighting and saved levels. #jira UE-36913 Change 3178070 on 2016/10/28 by Mitchell.Wilson Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation. #jira UE-37124 Change 3178034 on 2016/10/28 by Jon.Nabozny Add missing Super::Tick call to ATP_TopDownCharacter::Tick. #jira UE-37914 Change 3178021 on 2016/10/28 by Max.Chen Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport. Copy from Dev-Sequencer #jira UE-35342 Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string #jira UE-37935 Change 3177981 on 2016/10/28 by Nick.Darnell UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future. #jira UE-36861 Change 3177888 on 2016/10/28 by Matthew.Griffin Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp Change 3177881 on 2016/10/28 by Matthew.Griffin Added guards to WITH_EDITOR only static initialisation Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt Fix crash import fbx scenes if objects contain procedural textures (not supported) #jira UE-37917 Change 3177856 on 2016/10/28 by Matthew.Griffin Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings Change 3177815 on 2016/10/28 by Graeme.Thornton Non-editor build fix #jira UE-37929 Change 3177812 on 2016/10/28 by Graeme.Thornton Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core #jira UE-37810 Change 3177737 on 2016/10/28 by Guillaume.Abadie Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer. #jira UE-37927 Change 3177703 on 2016/10/28 by Phillip.Kavan [UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node. change summary: - added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix - modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name - modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup - modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added #jira UE-37852 Change 3177600 on 2016/10/27 by Chris.Babcock Pass through the intent action from splash screen #jira UE-37925 #ue4 #android Change 3177436 on 2016/10/27 by Mike.Beach Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting). #jira UE-37910 Change 3177365 on 2016/10/27 by Daniel.Wright Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled) #jira UE-37903 Change 3177236 on 2016/10/27 by Mitchell.Wilson Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices. Fixed reflection captures in the level and rebuilt lighting. #jira UE-36624 Change 3177235 on 2016/10/27 by mason.seay Vehicle Assets #jira UE-29618 Change 3177036 on 2016/10/27 by Mitchell.Wilson Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki #jira UE-37881 Change 3176996 on 2016/10/27 by mason.seay Missed node link #jira UE-29618 Change 3176993 on 2016/10/27 by mason.seay Test AnimBP for crash #jira UE-29618 Change 3176992 on 2016/10/27 by Mitchell.Wilson Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it. #jira UE-37846 Change 3176946 on 2016/10/27 by Alexis.Matte We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property. #jira UE-37705 Change 3176939 on 2016/10/27 by Alexis.Matte Check the pointer before using it #jira UE-37853 Change 3176927 on 2016/10/27 by mason.seay Rebuilt Lighting #jira UE-29618 Change 3176883 on 2016/10/27 by Steve.Robb Fix for crash when an array property changes while instancing subobjects. Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr. Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule. #fyi matt.kuhlenschmidt, alex.fennell #jira UE-37752 Change 3176811 on 2016/10/27 by Chris.Bunner Rework of previous commit to avoid potential confusion moving forward. #jira UE-37424 Change 3176783 on 2016/10/27 by Chris.Bunner Default scalability settings to Epic, not Cinematic. Duplicated default render resolution scale fix (CL 3170020). #jira UE-37424 Change 3176692 on 2016/10/27 by Mike.Beach Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning. #jira UE-37848 Change 3176635 on 2016/10/27 by mason.seay Setting up skeleton for retargeting testing #jira UE-29618 Change 3176586 on 2016/10/27 by Marcus.Wassmer Fix crash on D3D12 editor when selecting objects #jira UE-37861 Change 3176479 on 2016/10/27 by Robert.Manuszewski Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it. #jira UE-37297 #jira UE-37711 Change 3176107 on 2016/10/27 by Phillip.Kavan [UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template. change summary: - added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved). - UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names. #jira UE-37690 Change 3176105 on 2016/10/27 by Phillip.Kavan [UE-37686] Fix naming for archetype objects associated with new AddComponent nodes. change summary: - switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API. - modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName(). - modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case. #jira UE-37686 Change 3176009 on 2016/10/26 by Dmitriy.Dyomin Fixed: Editor crash on changing sub-level visbility under certain conditions #jira UE-34740 Change 3175807 on 2016/10/26 by Daniel.Wright Fixed the editor thinking a lighting build is still active after you discard the results from one #jira UE-37834 Change 3175777 on 2016/10/26 by Jon.Nabozny #jira UT-6263 Fix crash when running ServerTravel on a client Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler Change 3175695 on 2016/10/26 by Ryan.Gerleve Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true. #jira UE-37336 Change 3175628 on 2016/10/26 by Chad.Garyet Added -Build vstream from 4-14 to allow checkins from physx altered build script and json to reflect new changes #JIRA UE-37085 Change 3175612 on 2016/10/26 by Martin.Wilson Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes #jira UE-37785 Change 3175552 on 2016/10/26 by Brian.Karis Twinblast bust changes #jira UE-0 Change 3175543 on 2016/10/26 by Marc.Audy Allow audio thread on PS4 to use 7th core as opposed to being pinned to it #jira OR-30447 Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt Fixed a crash when clicking Apply when using the Brush Clip tool #jira UE-37838 Change 3175502 on 2016/10/26 by Mitchell.Wilson Enabled modulated shadows on lights in rolling template levels. #jira UE-37047 Change 3175485 on 2016/10/26 by mason.seay Test Map for virtual bones #jira UE-29618 Change 3175469 on 2016/10/26 by mason.seay Test assets for Virtual Bones testing #jira UE-29618 Change 3175428 on 2016/10/26 by Marc.Audy Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory #jira UE-37590 Change 3175414 on 2016/10/26 by Michael.Trepka Fixed mouse position calculations for secondary monitors on Mac #jira UE-37822 Change 3175382 on 2016/10/26 by Yannick.Lange VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843 - Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410 - Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214 - Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581 #jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581 Change 3175349 on 2016/10/26 by Chad.Garyet Changing physx build agents to compile workspaces instead of full ones #JIRA UE-37085 Change 3175267 on 2016/10/26 by Martin.Wilson Fix retarget crash #jira UE-37781 Change 3175205 on 2016/10/26 by Rolando.Caloca UE4.14 - Remove erroneus assert #jira UE-37584 Change 3175188 on 2016/10/26 by Chris.Babcock Fix out of spec GLSL operations (contributed by JeffRous) #jira UE-37800 #PR #2886 #ue4 #android Change 3175156 on 2016/10/26 by Mitchell.Wilson Adding missing iOS app icons to SunTemple project #jira UE-36991 Change 3175095 on 2016/10/26 by Daniel.Wright Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading #jira UE-37783 Change 3175075 on 2016/10/26 by Daniel.Wright [Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear) #jira UE-36497 Change 3175050 on 2016/10/26 by Jamie.Dale FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes #jira UE-37819 Change 3175039 on 2016/10/26 by Daniel.Wright Fixed Duplication mode #jira UE-37231 Change 3174996 on 2016/10/26 by Mitchell.Wilson Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame. #jira UE-37648 Change 3174987 on 2016/10/26 by Jon.Nabozny Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances. #jira UE-37594 Change 3174803 on 2016/10/26 by Ori.Cohen Fix world origin shifting causing a crash inside physx. #JIRA UE-37745 Change 3174776 on 2016/10/26 by Allan.Bentham Work around broken depth reads on Galaxy S4. #jira UE-35481 Change 3174723 on 2016/10/26 by Robert.Manuszewski Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime. #jira UE-37617 Change 3174650 on 2016/10/26 by Matthew.Griffin Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android Change 3174644 on 2016/10/26 by Matthew.Griffin Fixing GoogleVR compile issues Change 3174352 on 2016/10/25 by Daniel.Wright Rename map build data along with the world - fixes lighting lost on map rename / save as. Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists. Save map build data packages in SaveWorld - fixes lighting being lost on save as. #jira UE-37231 Change 3174335 on 2016/10/25 by Chris.Babcock Corrected Proguard issue with Codeworks for Android 1R5 installers #jira UE-37680 #ue4 #android Change 3174318 on 2016/10/25 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 Change 3174263 on 2016/10/25 by patrickr.donovan Test content updates and additions. Lighting Channel map added to TM-VRLoader. #jira UE-29618 Change 3174120 on 2016/10/25 by Daniel.Wright UObject::PostDuplicate with DuplicateMode * Allows differentiating between being duplicated as part of a world duplication vs duplication within a level * This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component #jira UE-37231 Change 3174113 on 2016/10/25 by Daniel.Wright Fixed log spam #jira UE-37522 Change 3174010 on 2016/10/25 by Jamie.Dale Fixed several crashes in the Session Frontend when viewing profiles - SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance. - SFiltersAndPresets could crash if it was updated when no profile was selected. - SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0). - A session update message would clobber any loaded profile data, resetting to the current instance. #jira UE-37597 Change 3173982 on 2016/10/25 by mason.seay Deleting unneeded asset #jira UE-29618 Change 3173912 on 2016/10/25 by Ori.Cohen Fix divide by 0 crash when torque curve is 0 #JIRA UE-37737 Change 3173866 on 2016/10/25 by Ben.Marsh Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013. #jira UE-37678 Change 3173824 on 2016/10/25 by Ben.Marsh Fix trying to recompile UBT in Rocket builds when cleaning a build target. #jira UE-37616 Change 3173812 on 2016/10/25 by Nick.Darnell XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes. #jira UE-37757 Change 3173808 on 2016/10/25 by Ben.Marsh Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5. #jira UE-37627 Change 3173711 on 2016/10/25 by Ori.Cohen Fix linux compiler issues for physx #JIRA UE-37085, UE-37114, UE-37116 Change 3173704 on 2016/10/25 by James.Cobbett Import test assets for Alembic Conversion test #jira UE-29618 Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt Fixed Zip project not working in binary builds #jira UE-37655 Change 3173692 on 2016/10/25 by James.Cobbett Test content for Alembic Conversion options #jira UE-29618 Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt Fixed array refreshing in the details panel not functioning properly for sub-object properties #jira UE-37652 Change 3173619 on 2016/10/25 by Robert.Manuszewski Making the cooker ignore EDL ini setting in binary engine build. #jira UE-37617 Change 3173616 on 2016/10/25 by Nick.Whiting Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors #jira UE-37440, UE-37236 Change 3173606 on 2016/10/25 by Jamie.Dale Removed invalid assert We're already passed the collection to modify, so the assert isn't needed. #jira UE-37761 Change 3173604 on 2016/10/25 by Keli.Hlodversson Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching. #jira UE-37623 Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt Fixed more cases of undoing causing selections to become out of sync #jira UE-37300 Change 3173475 on 2016/10/25 by Ori.Cohen Critical 4.14 physx fixes #JIRA UE-37085, UE-37114, UE-37116 Change 3173445 on 2016/10/25 by Robert.Manuszewski Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions. #jira UE-37394 Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering #jira UE-36261 Change 3173245 on 2016/10/25 by Allan.Bentham Remove incorrect assert. #jira UE-37699, UE-37707 Change 3173232 on 2016/10/25 by Jurre.deBaare Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings #fix make sure we also pick up vector4 fields #jira UE-37656 Change 3173183 on 2016/10/25 by Matthew.Griffin Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main) Change 3173065 on 2016/10/25 by Dmitriy.Dyomin Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances #jira UE-37736 Change 3172929 on 2016/10/24 by Ryan.Vance #jira UE-37742 Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented. Change 3172915 on 2016/10/24 by Rolando.Caloca UE4.14 - Fix compile issues on CCT #jira UE-37722 Change 3172762 on 2016/10/24 by Brian.Karis #jira UE-37369 Change 3172742 on 2016/10/24 by Daniel.Lamb Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for. #jira UE-36796 #test Cook shootergame Change 3172690 on 2016/10/24 by Maciej.Mroz DynamicClass gives now, as componet-archetype, objects with non-exact name. Manually merged cl#3171563 #jira UE-37480 Change 3172663 on 2016/10/24 by Daniel.Lamb Stopped cooker from handling modification requests when they are PIE requests. #test PIE shootergame #jira UE-21572 Change 3172629 on 2016/10/24 by Mitchell.Wilson Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings. Reimported SM_GodRay_Plane to resolve PhysX warning Rebuilt lighting for the level. #jira UE-37728 Change 3172523 on 2016/10/24 by Nick.Shin update physx cmakefiles and automation build scripts for release-414 stream (as per request) #jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts Change 3172515 on 2016/10/24 by Nick.Shin remove old emsdk (1.35.0) #jira UEPLAT-1324 Update HTML5 PhysX to CMake Change 3172511 on 2016/10/24 by Mark.Satterthwaite Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3172461 on 2016/10/24 by Cody.Albert Added check for pointer validity to prevent crash in ShooterGame #jira UE-37433 Change 3172329 on 2016/10/24 by Peter.Sauerbrei fix for remote notification method misspelling #jira ue-37720 Change 3172322 on 2016/10/24 by Marc.Audy Fix unreferenced variable the brute force to unblock QA #jira UE-37718 Change 3172191 on 2016/10/24 by Mitchell.Wilson Clearing preivew meshes on some materials to resolve warnings. #jira UE-37713 Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt Fix non-editor compile error #jira UE-37695 Change 3172159 on 2016/10/24 by Dmitry.Rekman Update GitDependencies.exe (UE-37530). - Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable. #jira UE-37530 Change 3172132 on 2016/10/24 by Keith.Judge Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872 #jira UE-37038 Change 3172131 on 2016/10/24 by Keith.Judge Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform. #jira UE-36364 Change 3172106 on 2016/10/24 by Mitchell.Wilson Updated reference to a material in VehicleMenu.umap to resolve warning #jira UE-29748 Change 3172036 on 2016/10/24 by Steve.Robb TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior). #jira UE-37706 Change 3172020 on 2016/10/24 by Marc.Audy Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect #jira UE-37615 Change 3171966 on 2016/10/24 by Dmitry.Rekman Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621) #jira UE-37621 (Edigrating 3171266 from Dev-Platform to Release-4.14) Change 3171964 on 2016/10/24 by Dmitry.Rekman Linux: fix always rebuilding FixDeps (UE-37625). #jira UE-37625 (Edigrating 3153471 from Dev-Platform to Release-4.14) Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running #jira UE-37636 Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now #jira UE-37695 Change 3171928 on 2016/10/24 by Max.Chen Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277. #jira UE-37589 Change 3171924 on 2016/10/24 by James.Cobbett Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing. #jira UE-29618 Change 3171867 on 2016/10/24 by Lina.Halper - Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp - Empties override materials before setting preview mesh in animation editor #jira: UE-37610 #code review: Thomas.Sarkanen Change 3171789 on 2016/10/24 by Allan.Bentham Resolve depth on appropriate mobile devices when the view contains materials that read from the depth. #jira UE-35023 Change 3171776 on 2016/10/24 by Robert.Manuszewski Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking #jira UE-37599 Change 3171728 on 2016/10/24 by Dmitriy.Dyomin Fix origin rebasing to work with precomputed lighting data stored in separate package #jira UE-37693 Change 3171634 on 2016/10/24 by Dmitriy.Dyomin Added commenets to 3171621 #jira UE-36449 Change 3171621 on 2016/10/23 by Dmitriy.Dyomin Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled Actually disabled use of world composition with multiplayer PIE using separate processes #jira UE-36449 Change 3171424 on 2016/10/22 by Jack.Porter Remove unused exec command causing logspam #jira UE-37661 Change 3171259 on 2016/10/21 by Ryan.Vance Mobile multi-view update #jira UE-37603 Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp Made a few design concessions which allows the feature to run on Mali devices in the wild right now: Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader Change 3171165 on 2016/10/21 by Peter.Sauerbrei revert out the memory changes for platform file cache for mobile #jira UE-36835 Change 3171112 on 2016/10/21 by Matt.Barnes Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969. #jira UEQATC-2969 Change 3171111 on 2016/10/21 by Mike.Beach Mirroring CL 3171084 form Dev-BP Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin. #jira UE-37642 Change 3170980 on 2016/10/21 by patrickr.donovan Motion controller test content update - further updates to combat thumbstick noise. #jira UE-29618 Change 3170965 on 2016/10/21 by Mitchell.Wilson Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS #jira UE-37105 Change 3170905 on 2016/10/21 by Marc.Audy Fix AActor::Serialize crash if a null in the owned components array #jira UE-37641 Change 3170838 on 2016/10/21 by Ben.Woodhouse Integrate crash fix from main CL3162008 Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead. #jira UE-37216 Change 3170815 on 2016/10/21 by Jamie.Dale Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers. This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle. #jira UE-37519 Change 3170784 on 2016/10/21 by Mitchell.Wilson Changing a material in TM-Reflections level #jira UE-29618 Change 3170668 on 2016/10/21 by Mitchell.Wilson Updated defaulteditor.ini to resolve cook failure for UBlueprint. #jira UE-37648 Change 3170595 on 2016/10/21 by Chris.Wood Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter. [UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter #jira UE-37132 Change 3170395 on 2016/10/21 by Robert.Manuszewski UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled. #jira UE-37617 Change 3170367 on 2016/10/21 by Allan.Bentham Prevent overflow of bright pixels during DoF calc. #jira UE-31755 Change 3170363 on 2016/10/21 by Robert.Manuszewski Fixing crashes when cancelling async loading #jira UE-37634 Change 3170362 on 2016/10/21 by Robert.Manuszewski Fixing MallocBinned2 crashes on 32-bit platforms. #jira UE-37326 Change 3170280 on 2016/10/21 by Jack.Porter Fix for landscape not rendering in Player Collision view mode after toggling G. #jira UE-37576 Change 3170202 on 2016/10/21 by Dmitriy.Dyomin Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping #jira UE-37628 Change 3170160 on 2016/10/20 by Aaron.McLeran #jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Implementing CL 3169422 in 4.14 Change 3170029 on 2016/10/20 by Aaron.McLeran #jira UE-37004 #jira UE-37005 Fixing stat soundwaves Implementing 3154264 from Dev-Framework Change 3170024 on 2016/10/20 by Aaron.McLeran #jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Implementing the CL from Dev-Framework Change 3169869 on 2016/10/20 by Arne.Schober duplicated: CL 3169845 #jira UE-35937 Change 3169810 on 2016/10/20 by Steve.Cano Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well #ue4 #android #jira UE-22440 Change 3169635 on 2016/10/20 by Mike.Beach Mirroring CL 3169443 from Dev-BP Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14). #jira UE-37605 Change 3169618 on 2016/10/20 by Mitchell.Wilson rebuilt lighting for all levels in Content Examples #jira UE-37570 Change 3169447 on 2016/10/20 by Peter.Sauerbrei fix for double quotes causing arguments to not be sent correctly to rsync #jira UE-37018 Change 3169362 on 2016/10/20 by tim.gautier Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget #jira abc-123 Change 3169244 on 2016/10/20 by Chris.Babcock Update to new CodeWorks for Android 1R5 #jira UE-37554 #ue4 #android Change 3169240 on 2016/10/20 by Jon.Nabozny #rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior). #jira UE-37488 Change 3169155 on 2016/10/20 by Peter.Sauerbrei fix for incorrect characters in bundle id when project has underscores in the name #jira UE-36436 Change 3169127 on 2016/10/20 by Allan.Bentham Fix android vulkan compile error with dev builds #jira abc-123 Change 3169058 on 2016/10/20 by Allan.Bentham Flush command buffer during init to fix vulkan crash when rendering thread is enabled. Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms. #jira UE-36452 Change 3169049 on 2016/10/20 by Peter.Sauerbrei fix for minimum ios version in base ini file #jira UE-37034 Change 3168910 on 2016/10/20 by Jack.Porter Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown #jira UE-36944 Change 3168906 on 2016/10/20 by Dmitriy.Dyomin Fixed: Black rendering on Galaxy S4 PowerVR #jira UE-37567 Change 3168858 on 2016/10/20 by Richard.TalbotWatkin Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds. #jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322] Change 3168826 on 2016/10/20 by Richard.TalbotWatkin Duplicated from //UE4/Dev-Editor, CL 3156473 Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3168335 on 2016/10/19 by Michael.Trepka Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging. #jira UE-37418 Change 3168307 on 2016/10/19 by Rolando.Caloca UE4.14 - Integrate changes from 3051720 and 3057522 [RENDERING] [!] Revert fix in GPU skin cache (original CL 2722034) - Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache. #jira UE-37545 Change 3168201 on 2016/10/19 by Peter.Sauerbrei fix for urls with queries not working correctly #jira UE-35090 Change 3168200 on 2016/10/19 by Mitchell.Wilson Re-saved multiple cloth assets to resolve building adjacency information warnings. Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation. Re-saved multiple assets to resolve empty engine version warnings. #jira UE-37537 Change 3168174 on 2016/10/19 by Alan.Noon #jira UE-37534 deleted unnecessary files from Photorealistic Character project Change 3168160 on 2016/10/19 by Arne.Schober duplicated: fixes for velocity render pass CL 3166370 CL 3166799 #jira UE-37362 Change 3168136 on 2016/10/19 by Alan.Noon #jira UE-37534 Initial add of Photorealistic Character Sample project Change 3168127 on 2016/10/19 by Peter.Sauerbrei fix for IOS_7 not being found #jira UE-37034 Change 3167886 on 2016/10/19 by patrickr.donovan #jira UE-37242 TLDR; Test content updates. Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary. Change 3167882 on 2016/10/19 by samuel.proctor Updating asset for Profiler Heatmap testing #jira UE-29618 Change 3167868 on 2016/10/19 by Dmitry.Rekman Linux: disable XGE on Windows (UE-37446). - XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes. Also fix build breakage with clang 3.8.1. - always_inline was still applied to debug builds and as such was ignored. #jira UE-37446 (Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14) Change 3167832 on 2016/10/19 by Mitchell.Wilson Reconnected 'TopMaterial' in multiple materials to resolve warnings. Rebuilt lighting and saved levels. #jira UE-37529 UE-37535 Change 3167688 on 2016/10/19 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve warnings. Rebuilt lighting and saved all levels. #jira UE-29678 UE-37526 Change 3167616 on 2016/10/19 by Marc.Audy Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656. #jira UE-37517 Change 3167585 on 2016/10/19 by Jamie.Dale Re-enabled all-cultures upload to OneSky so we prime translations correctly #jira UE-37518 Change 3167579 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt Fixed realtime rendering in editor viewport being disabled when simulating in editor #jira UE-37466 Change 3167498 on 2016/10/19 by Mitchell.Wilson Re-saving multiple blueprints with nodeguid warnings. Cleared preview mesh for materials with string asset reference warnings. Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings. #jira UE-30840 Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt Fix for disappearing menus in lastest windows 10 build #jira UE-36752 Change 3167311 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #jira UE-37496 Change 3167206 on 2016/10/19 by Matthew.Griffin Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed Change 3167205 on 2016/10/19 by Matthew.Griffin Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool Change 3167010 on 2016/10/19 by Dmitriy.Dyomin Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html #jira UE-36397 [CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
bool UViewportInteractor::IsHoveringOverPriorityType() const
{
return InteractorData.bHitResultIsPriorityType;
}
bool UViewportInteractor::IsHoveringOverSelectedActor() const
{
bool bResult = false;
if (InteractorData.LastHoveredActorComponent != nullptr && InteractorData.HoverLocation.IsSet())
{
USelection* SelectedActors = GEditor->GetSelectedActors();
for (FSelectionIterator SelectionIt(*SelectedActors); SelectionIt; ++SelectionIt)
{
AActor* Actor = CastChecked<AActor>(*SelectionIt);
if (InteractorData.LastHoveredActorComponent->GetOwner() == Actor)
{
bResult = true;
break;
}
}
}
return bResult;
}
void UViewportInteractor::ResetLaserEnd()
{
SavedLaserPointerEnd.Reset();
}
void UViewportInteractor::SetHitResultGizmoFilterMode(EHitResultGizmoFilterMode newFilter)
{
CurrentHitResultGizmoFilterMode = newFilter;
}
EHitResultGizmoFilterMode UViewportInteractor::GetHitResultGizmoFilterMode() const
{
return CurrentHitResultGizmoFilterMode;
}
void UViewportInteractor::SetCanCarry(const bool bInCanCarry)
{
bCanCarry = bInCanCarry;
}
bool UViewportInteractor::CanCarry() const
{
return bCanCarry;
}
#undef LOCTEXT_NAMESPACE