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UnrealEngineUWP/Engine/Source/Runtime/SlateRHIRenderer/Private/SlatePostProcessResource.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
#include "SlatePostProcessResource.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 "RenderUtils.h"
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
DECLARE_MEMORY_STAT(TEXT("PostProcess RenderTargets"), STAT_SLATEPPRenderTargetMem, STATGROUP_SlateMemory);
FSlatePostProcessResource::FSlatePostProcessResource(int32 InRenderTargetCount)
: RenderTargetSize(FIntPoint::ZeroValue)
, RenderTargetCount(InRenderTargetCount)
{
}
FSlatePostProcessResource::~FSlatePostProcessResource()
{
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 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. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change 3202398 on 2016/11/17 by Cody.Albert Updated UMG Sequencer to properly fire events once per loop Change 3202591 on 2016/11/17 by Shaun.Kime Fixing coding standards violations. Change 3202744 on 2016/11/17 by Shaun.Kime StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior. #jira UE-38315 Change 3203009 on 2016/11/17 by Alex.Delesky Backing out changelist 3170522 per request #jira UE-33031 Change 3204077 on 2016/11/18 by Nick.Darnell Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images. Change 3204086 on 2016/11/18 by Jamie.Dale Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set Both use FGCObject internally to reference the object and keep it alive. FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer. You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing). Change 3204189 on 2016/11/18 by Alex.Delesky Removing content from dev folder Change 3204205 on 2016/11/18 by Jamie.Dale Fix for being unable to delete folders that still have sub-folders in the Content Browser #jira UE-38752 Change 3204270 on 2016/11/18 by Simon.Tourangeau Fix StaticMesh socket reimports - socket transforms are now updated correctly on reimport - deleted socket from source will be removed on reimport - fix SocketManager refresh after import #jira UE-38195 Change 3204283 on 2016/11/18 by Alex.Delesky #jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself. Change 3205757 on 2016/11/21 by Jamie.Dale PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium) Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist) Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt PR #2956: Add plane to basicshapes (Contributed by tommybear) Change 3205831 on 2016/11/21 by Jamie.Dale Speculative fix for UE-38492 This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel. #jira UE-38492 Change 3205869 on 2016/11/21 by Alex.Delesky #jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor Change 3205873 on 2016/11/21 by Alex.Delesky #jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes. Should also address the issue mentioned in #jira UE-32965 Change 3205954 on 2016/11/21 by Shaun.Kime Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work. #jira UE-38315 Change 3205965 on 2016/11/21 by Alex.Delesky #jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused PR #2942 Change 3207157 on 2016/11/22 by Chris.Wood Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking. [UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds Change 3207344 on 2016/11/22 by Matthew.Griffin Added UnrealWatchdog to the Binary Release Change 3207396 on 2016/11/22 by Ben.Marsh Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion. Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt Redid blur changes from Paragon Dev-General Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image Change 3207443 on 2016/11/22 by Chris.Wood Fix CIS error on Mac from my change CL 3207157 Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt Added missing files Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt Guard against crash clearing scenes from the slate RHI renderer during movie loading code. Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt Actually call correct method of checking for a debugger Change 3209139 on 2016/11/23 by Cody.Albert Adding support for "Show Only Modified Properties" filter to DetailWidgetRow Change 3209206 on 2016/11/23 by Jamie.Dale Moving folders now removes the old folder from disk if it's empty This had already been done for deleting folders, but moving them was missed. #jira UE-11796 Change 3209281 on 2016/11/23 by Jamie.Dale PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung) Change 3210383 on 2016/11/25 by Chris.Wood Documented Crash Report Client analytics events [UE-32787] - Document Crash Report Client analytics events in code Change 3210385 on 2016/11/25 by Alexis.Matte Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not #jira UE-38925 Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt Fix build errors Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts) Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt Fix ATSC texture compression quality tooltip #jira UE-38996 Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt Fix compile errors Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt Fix post process anim blueprints on skeletal meshes not being clearable #jira UE-39017 Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt Added more logging for jira UE-39000 #jira UE-39000 Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt Redid fix for UE-35822 in dev-editor Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt Fix deprecation warning Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt Disable motion blur in editor views by default #jira 38424 Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt Fix PS4 compile errors Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt Details panels changes - Added the ability to create groups within groups in details panel customizations - Added the ability for struct customizations to add categories to the parent Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do. Change 3213158 on 2016/11/29 by Jamie.Dale Updated User Defined Enum display names to use real FText instances so they can have stable keys This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues. User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking). #jira UE-26274 Change 3213172 on 2016/11/29 by Jamie.Dale Adding experimental support for content hot-reloading The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded). The basic workflow for package reloading is as follows: 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects. 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed. 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping). 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found). 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't). For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory. In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation. Change 3213428 on 2016/11/29 by Jamie.Dale Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing #jira UE-37746 Change 3213442 on 2016/11/29 by Jamie.Dale Workaround for a bug in TSF based MS IMEs on Windows 8+ They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted. #jira UE-37309 Change 3213603 on 2016/11/29 by Cody.Albert Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget #jira UE-39106 Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt Attempt to fix includetool cis warning Change 3215159 on 2016/11/30 by Jamie.Dale Fixing MakeShared forward declaration Change 3215220 on 2016/11/30 by Alex.Delesky #jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view. Change 3215390 on 2016/11/30 by Jamie.Dale Maps now end a hot-reload batch Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt Updating guard to track down worlds that have no package as an outer #jira UE-35712 Change 3215500 on 2016/11/30 by Alexis.Matte Color grading widget customization #jira UETOOL-1070 Change 3215519 on 2016/11/30 by Jamie.Dale Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode Change 3215556 on 2016/11/30 by Cody.Albert Fixed issue where check-out toast would not disappear #jira UE-39146 Change 3215585 on 2016/11/30 by Jamie.Dale Adding an explicit ESPMode to MakeShared to try and placate Android Change 3215737 on 2016/11/30 by Alexis.Matte Fix build warning Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves #jira UE-35935 Change 3215758 on 2016/11/30 by Ben.Marsh Add a 'Custom...' build type for Dev-Editor. Change 3216183 on 2016/11/30 by Alexis.Matte Fix win32 build error Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt Fix mac build error. Change 3216828 on 2016/12/01 by Jamie.Dale Fixing MakeShared on Android #jira UE-39204 Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel) Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty #jira UE-36496 Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt Fix a number of keybindings problems - Removed editor keybindings from project settings. It should not have been in there (already in editor settings) - Removed duplicate registration of editor keybindings from editor settings - Fixed memory leak regenerating keybinding widgets when ending PIE world. - Cleaned up styling a bit to make keybindings widgets clearer. #jira UE-39211, UE-38718 Change 3216881 on 2016/12/01 by Shaun.Kime Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to. Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs. Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable. Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage. Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count. In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out. #jira UE-6882 Change 3216968 on 2016/12/01 by Jamie.Dale Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk Change 3216970 on 2016/12/01 by Jamie.Dale Reverting files now uses hot-reloading (if enabled) Change 3217233 on 2016/12/01 by Jamie.Dale You can now choose to reload dirty packages via content hot-reloading This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor. Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame. Change 3217466 on 2016/12/01 by Jamie.Dale Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date Change 3217572 on 2016/12/01 by Jamie.Dale Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text Change 3217688 on 2016/12/01 by Jamie.Dale Fixed crash reloading the active world package when it was dirty #jira UE-39250 Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads #jira UE-39243 Change 3218834 on 2016/12/02 by Alexis.Matte move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options #jira UE-38672 Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives #jira UE-39246 Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt Fixed basic cube shape having a convex hull instead of a box for collision Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt Move static mesh collision properties to the collision category Change 3219143 on 2016/12/02 by Michael.Dupuis #jira UE-39124 We can now place single mesh at a time #jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it #jira UE-37452 Change 3219358 on 2016/12/02 by Alexis.Matte Fix fbx automation tests Change 3219362 on 2016/12/02 by Alexis.Matte Support for MAX multisub material #jira UE-38467 #jira UE-38471 Change 3219774 on 2016/12/02 by Jamie.Dale PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN) Change 3219793 on 2016/12/02 by Jamie.Dale SWindow now restores focus back to the widget that last had focus when it was deactivated #jira UE-38965 Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt UI background blur tweaks - Adjust the downsample amount for lower kernel sizes - Flush post process memory used by the blur when switching levels Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt Added guards against accesing scene caching methods of the slate resource manager on the rendering thread Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading Change 3221831 on 2016/12/05 by Jamie.Dale Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name Change 3221986 on 2016/12/05 by Jamie.Dale Added an "Inline" font loading method This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front. The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does. This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded. Change 3222065 on 2016/12/05 by Jamie.Dale Added log warning to detect hitches when lazily loading fonts Change 3222225 on 2016/12/05 by Jamie.Dale Fixing style-set typo #jira UE-39333 Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt Fix autosaving prompting to check out built data if the built data asset was dirty during autosave #jira UE-39295 Change 3223184 on 2016/12/06 by Alexis.Matte Support LOD group and combine mesh #jira UE-1088 Change 3223212 on 2016/12/06 by Alex.Delesky #jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties. Change 3223215 on 2016/12/06 by Alex.Delesky #jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false. Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt Added back in missing code that was lost in a merge Change 3223271 on 2016/12/06 by Alex.Delesky #jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box). Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials Change 3223276 on 2016/12/06 by Alexis.Matte Staticmesh socket fbx import. #jira UE-38284 Change 3223363 on 2016/12/06 by Alexis.Matte Reimport must ask for missing file when re-importing a old asset that has no source files #jira UE-39356 Change 3223423 on 2016/12/06 by Chris.Wood Added option to place canvas panel children in same layer using explicit ZOrder setting. [UETOOL-935] - Figure out a solution for canvas panel batching Change 3223551 on 2016/12/06 by Alexis.Matte UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change #jira UE-39383 Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt Update doc links for maps and sets Change 3224746 on 2016/12/07 by Michael.Dupuis #jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras #jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras Change 3224826 on 2016/12/07 by Michael.Dupuis #jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior Change 3224827 on 2016/12/07 by Simon.Tourangeau Improve search for material match on fbx mesh import - Add option to specify material search locations on mesh import - On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh) - Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets) - If option is UnderRoot or more, search recursively from root folder (search recursively in /Game) - If option is AllAssets, search in every asset folder (Search recursively everywhere) #jira UE-39020 Change 3224989 on 2016/12/07 by Chris.Wood Fixed black callstack text in CrashReportClient. [UE-38987] - CrashReportClient Callstack text is rendering Black Change 3225142 on 2016/12/07 by Jamie.Dale Added collapsing methods when exporting text for translation You can now choose how to collapse your text for translation from three export modes: - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior). - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior). - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior). The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior). You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource"). Change 3225509 on 2016/12/07 by Simon.Tourangeau Static analysis fix, false positive Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt Fix broken physical surface details customization - Scrolling now works properly - Edit boxes dont change size while editing - properly checks out or makes file writable once an edit has been made #jira UE-39279 Change 3226840 on 2016/12/08 by Jamie.Dale Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself #jira OPP-6485 Change 3226940 on 2016/12/08 by Alexis.Matte Avoid changing the W value when playing with the color grading wheel. #jira UE-39473 Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt Temp disable lazy load font warnings to prevent infinite recursion crashes at startup Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt Fix for iOS compiling Change 3228597 on 2016/12/09 by Jamie.Dale Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL #jira UE-39529 Change 3228607 on 2016/12/09 by Jamie.Dale Fixed infinite recursion caused by logging while the output log font was still being loaded #jira UE-39523 Change 3228770 on 2016/12/09 by Jamie.Dale Fixed UUserDefinedEnum::GetEnumText it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail. #jira UE-39531 Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt Fix static analysis warning [CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
void FSlatePostProcessResource::Update(const FIntPoint& NewSize)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 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. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change 3202398 on 2016/11/17 by Cody.Albert Updated UMG Sequencer to properly fire events once per loop Change 3202591 on 2016/11/17 by Shaun.Kime Fixing coding standards violations. Change 3202744 on 2016/11/17 by Shaun.Kime StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior. #jira UE-38315 Change 3203009 on 2016/11/17 by Alex.Delesky Backing out changelist 3170522 per request #jira UE-33031 Change 3204077 on 2016/11/18 by Nick.Darnell Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images. Change 3204086 on 2016/11/18 by Jamie.Dale Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set Both use FGCObject internally to reference the object and keep it alive. FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer. You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing). Change 3204189 on 2016/11/18 by Alex.Delesky Removing content from dev folder Change 3204205 on 2016/11/18 by Jamie.Dale Fix for being unable to delete folders that still have sub-folders in the Content Browser #jira UE-38752 Change 3204270 on 2016/11/18 by Simon.Tourangeau Fix StaticMesh socket reimports - socket transforms are now updated correctly on reimport - deleted socket from source will be removed on reimport - fix SocketManager refresh after import #jira UE-38195 Change 3204283 on 2016/11/18 by Alex.Delesky #jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself. Change 3205757 on 2016/11/21 by Jamie.Dale PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium) Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist) Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt PR #2956: Add plane to basicshapes (Contributed by tommybear) Change 3205831 on 2016/11/21 by Jamie.Dale Speculative fix for UE-38492 This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel. #jira UE-38492 Change 3205869 on 2016/11/21 by Alex.Delesky #jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor Change 3205873 on 2016/11/21 by Alex.Delesky #jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes. Should also address the issue mentioned in #jira UE-32965 Change 3205954 on 2016/11/21 by Shaun.Kime Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work. #jira UE-38315 Change 3205965 on 2016/11/21 by Alex.Delesky #jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused PR #2942 Change 3207157 on 2016/11/22 by Chris.Wood Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking. [UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds Change 3207344 on 2016/11/22 by Matthew.Griffin Added UnrealWatchdog to the Binary Release Change 3207396 on 2016/11/22 by Ben.Marsh Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion. Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt Redid blur changes from Paragon Dev-General Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image Change 3207443 on 2016/11/22 by Chris.Wood Fix CIS error on Mac from my change CL 3207157 Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt Added missing files Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt Guard against crash clearing scenes from the slate RHI renderer during movie loading code. Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt Actually call correct method of checking for a debugger Change 3209139 on 2016/11/23 by Cody.Albert Adding support for "Show Only Modified Properties" filter to DetailWidgetRow Change 3209206 on 2016/11/23 by Jamie.Dale Moving folders now removes the old folder from disk if it's empty This had already been done for deleting folders, but moving them was missed. #jira UE-11796 Change 3209281 on 2016/11/23 by Jamie.Dale PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung) Change 3210383 on 2016/11/25 by Chris.Wood Documented Crash Report Client analytics events [UE-32787] - Document Crash Report Client analytics events in code Change 3210385 on 2016/11/25 by Alexis.Matte Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not #jira UE-38925 Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt Fix build errors Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts) Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt Fix ATSC texture compression quality tooltip #jira UE-38996 Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt Fix compile errors Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt Fix post process anim blueprints on skeletal meshes not being clearable #jira UE-39017 Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt Added more logging for jira UE-39000 #jira UE-39000 Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt Redid fix for UE-35822 in dev-editor Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt Fix deprecation warning Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt Disable motion blur in editor views by default #jira 38424 Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt Fix PS4 compile errors Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt Details panels changes - Added the ability to create groups within groups in details panel customizations - Added the ability for struct customizations to add categories to the parent Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do. Change 3213158 on 2016/11/29 by Jamie.Dale Updated User Defined Enum display names to use real FText instances so they can have stable keys This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues. User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking). #jira UE-26274 Change 3213172 on 2016/11/29 by Jamie.Dale Adding experimental support for content hot-reloading The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded). The basic workflow for package reloading is as follows: 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects. 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed. 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping). 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found). 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't). For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory. In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation. Change 3213428 on 2016/11/29 by Jamie.Dale Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing #jira UE-37746 Change 3213442 on 2016/11/29 by Jamie.Dale Workaround for a bug in TSF based MS IMEs on Windows 8+ They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted. #jira UE-37309 Change 3213603 on 2016/11/29 by Cody.Albert Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget #jira UE-39106 Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt Attempt to fix includetool cis warning Change 3215159 on 2016/11/30 by Jamie.Dale Fixing MakeShared forward declaration Change 3215220 on 2016/11/30 by Alex.Delesky #jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view. Change 3215390 on 2016/11/30 by Jamie.Dale Maps now end a hot-reload batch Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt Updating guard to track down worlds that have no package as an outer #jira UE-35712 Change 3215500 on 2016/11/30 by Alexis.Matte Color grading widget customization #jira UETOOL-1070 Change 3215519 on 2016/11/30 by Jamie.Dale Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode Change 3215556 on 2016/11/30 by Cody.Albert Fixed issue where check-out toast would not disappear #jira UE-39146 Change 3215585 on 2016/11/30 by Jamie.Dale Adding an explicit ESPMode to MakeShared to try and placate Android Change 3215737 on 2016/11/30 by Alexis.Matte Fix build warning Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves #jira UE-35935 Change 3215758 on 2016/11/30 by Ben.Marsh Add a 'Custom...' build type for Dev-Editor. Change 3216183 on 2016/11/30 by Alexis.Matte Fix win32 build error Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt Fix mac build error. Change 3216828 on 2016/12/01 by Jamie.Dale Fixing MakeShared on Android #jira UE-39204 Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel) Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty #jira UE-36496 Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt Fix a number of keybindings problems - Removed editor keybindings from project settings. It should not have been in there (already in editor settings) - Removed duplicate registration of editor keybindings from editor settings - Fixed memory leak regenerating keybinding widgets when ending PIE world. - Cleaned up styling a bit to make keybindings widgets clearer. #jira UE-39211, UE-38718 Change 3216881 on 2016/12/01 by Shaun.Kime Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to. Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs. Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable. Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage. Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count. In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out. #jira UE-6882 Change 3216968 on 2016/12/01 by Jamie.Dale Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk Change 3216970 on 2016/12/01 by Jamie.Dale Reverting files now uses hot-reloading (if enabled) Change 3217233 on 2016/12/01 by Jamie.Dale You can now choose to reload dirty packages via content hot-reloading This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor. Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame. Change 3217466 on 2016/12/01 by Jamie.Dale Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date Change 3217572 on 2016/12/01 by Jamie.Dale Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text Change 3217688 on 2016/12/01 by Jamie.Dale Fixed crash reloading the active world package when it was dirty #jira UE-39250 Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads #jira UE-39243 Change 3218834 on 2016/12/02 by Alexis.Matte move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options #jira UE-38672 Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives #jira UE-39246 Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt Fixed basic cube shape having a convex hull instead of a box for collision Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt Move static mesh collision properties to the collision category Change 3219143 on 2016/12/02 by Michael.Dupuis #jira UE-39124 We can now place single mesh at a time #jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it #jira UE-37452 Change 3219358 on 2016/12/02 by Alexis.Matte Fix fbx automation tests Change 3219362 on 2016/12/02 by Alexis.Matte Support for MAX multisub material #jira UE-38467 #jira UE-38471 Change 3219774 on 2016/12/02 by Jamie.Dale PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN) Change 3219793 on 2016/12/02 by Jamie.Dale SWindow now restores focus back to the widget that last had focus when it was deactivated #jira UE-38965 Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt UI background blur tweaks - Adjust the downsample amount for lower kernel sizes - Flush post process memory used by the blur when switching levels Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt Added guards against accesing scene caching methods of the slate resource manager on the rendering thread Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading Change 3221831 on 2016/12/05 by Jamie.Dale Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name Change 3221986 on 2016/12/05 by Jamie.Dale Added an "Inline" font loading method This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front. The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does. This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded. Change 3222065 on 2016/12/05 by Jamie.Dale Added log warning to detect hitches when lazily loading fonts Change 3222225 on 2016/12/05 by Jamie.Dale Fixing style-set typo #jira UE-39333 Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt Fix autosaving prompting to check out built data if the built data asset was dirty during autosave #jira UE-39295 Change 3223184 on 2016/12/06 by Alexis.Matte Support LOD group and combine mesh #jira UE-1088 Change 3223212 on 2016/12/06 by Alex.Delesky #jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties. Change 3223215 on 2016/12/06 by Alex.Delesky #jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false. Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt Added back in missing code that was lost in a merge Change 3223271 on 2016/12/06 by Alex.Delesky #jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box). Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials Change 3223276 on 2016/12/06 by Alexis.Matte Staticmesh socket fbx import. #jira UE-38284 Change 3223363 on 2016/12/06 by Alexis.Matte Reimport must ask for missing file when re-importing a old asset that has no source files #jira UE-39356 Change 3223423 on 2016/12/06 by Chris.Wood Added option to place canvas panel children in same layer using explicit ZOrder setting. [UETOOL-935] - Figure out a solution for canvas panel batching Change 3223551 on 2016/12/06 by Alexis.Matte UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change #jira UE-39383 Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt Update doc links for maps and sets Change 3224746 on 2016/12/07 by Michael.Dupuis #jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras #jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras Change 3224826 on 2016/12/07 by Michael.Dupuis #jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior Change 3224827 on 2016/12/07 by Simon.Tourangeau Improve search for material match on fbx mesh import - Add option to specify material search locations on mesh import - On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh) - Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets) - If option is UnderRoot or more, search recursively from root folder (search recursively in /Game) - If option is AllAssets, search in every asset folder (Search recursively everywhere) #jira UE-39020 Change 3224989 on 2016/12/07 by Chris.Wood Fixed black callstack text in CrashReportClient. [UE-38987] - CrashReportClient Callstack text is rendering Black Change 3225142 on 2016/12/07 by Jamie.Dale Added collapsing methods when exporting text for translation You can now choose how to collapse your text for translation from three export modes: - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior). - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior). - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior). The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior). You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource"). Change 3225509 on 2016/12/07 by Simon.Tourangeau Static analysis fix, false positive Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt Fix broken physical surface details customization - Scrolling now works properly - Edit boxes dont change size while editing - properly checks out or makes file writable once an edit has been made #jira UE-39279 Change 3226840 on 2016/12/08 by Jamie.Dale Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself #jira OPP-6485 Change 3226940 on 2016/12/08 by Alexis.Matte Avoid changing the W value when playing with the color grading wheel. #jira UE-39473 Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt Temp disable lazy load font warnings to prevent infinite recursion crashes at startup Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt Fix for iOS compiling Change 3228597 on 2016/12/09 by Jamie.Dale Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL #jira UE-39529 Change 3228607 on 2016/12/09 by Jamie.Dale Fixed infinite recursion caused by logging while the output log font was still being loaded #jira UE-39523 Change 3228770 on 2016/12/09 by Jamie.Dale Fixed UUserDefinedEnum::GetEnumText it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail. #jira UE-39531 Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt Fix static analysis warning [CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
if(NewSize.X > RenderTargetSize.X || NewSize.Y > RenderTargetSize.Y || RenderTargetSize == FIntPoint::ZeroValue || RenderTargets.Num() == 0 )
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 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. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change 3202398 on 2016/11/17 by Cody.Albert Updated UMG Sequencer to properly fire events once per loop Change 3202591 on 2016/11/17 by Shaun.Kime Fixing coding standards violations. Change 3202744 on 2016/11/17 by Shaun.Kime StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior. #jira UE-38315 Change 3203009 on 2016/11/17 by Alex.Delesky Backing out changelist 3170522 per request #jira UE-33031 Change 3204077 on 2016/11/18 by Nick.Darnell Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images. Change 3204086 on 2016/11/18 by Jamie.Dale Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set Both use FGCObject internally to reference the object and keep it alive. FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer. You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing). Change 3204189 on 2016/11/18 by Alex.Delesky Removing content from dev folder Change 3204205 on 2016/11/18 by Jamie.Dale Fix for being unable to delete folders that still have sub-folders in the Content Browser #jira UE-38752 Change 3204270 on 2016/11/18 by Simon.Tourangeau Fix StaticMesh socket reimports - socket transforms are now updated correctly on reimport - deleted socket from source will be removed on reimport - fix SocketManager refresh after import #jira UE-38195 Change 3204283 on 2016/11/18 by Alex.Delesky #jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself. Change 3205757 on 2016/11/21 by Jamie.Dale PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium) Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist) Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt PR #2956: Add plane to basicshapes (Contributed by tommybear) Change 3205831 on 2016/11/21 by Jamie.Dale Speculative fix for UE-38492 This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel. #jira UE-38492 Change 3205869 on 2016/11/21 by Alex.Delesky #jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor Change 3205873 on 2016/11/21 by Alex.Delesky #jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes. Should also address the issue mentioned in #jira UE-32965 Change 3205954 on 2016/11/21 by Shaun.Kime Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work. #jira UE-38315 Change 3205965 on 2016/11/21 by Alex.Delesky #jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused PR #2942 Change 3207157 on 2016/11/22 by Chris.Wood Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking. [UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds Change 3207344 on 2016/11/22 by Matthew.Griffin Added UnrealWatchdog to the Binary Release Change 3207396 on 2016/11/22 by Ben.Marsh Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion. Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt Redid blur changes from Paragon Dev-General Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image Change 3207443 on 2016/11/22 by Chris.Wood Fix CIS error on Mac from my change CL 3207157 Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt Added missing files Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt Guard against crash clearing scenes from the slate RHI renderer during movie loading code. Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt Actually call correct method of checking for a debugger Change 3209139 on 2016/11/23 by Cody.Albert Adding support for "Show Only Modified Properties" filter to DetailWidgetRow Change 3209206 on 2016/11/23 by Jamie.Dale Moving folders now removes the old folder from disk if it's empty This had already been done for deleting folders, but moving them was missed. #jira UE-11796 Change 3209281 on 2016/11/23 by Jamie.Dale PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung) Change 3210383 on 2016/11/25 by Chris.Wood Documented Crash Report Client analytics events [UE-32787] - Document Crash Report Client analytics events in code Change 3210385 on 2016/11/25 by Alexis.Matte Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not #jira UE-38925 Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt Fix build errors Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts) Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt Fix ATSC texture compression quality tooltip #jira UE-38996 Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt Fix compile errors Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt Fix post process anim blueprints on skeletal meshes not being clearable #jira UE-39017 Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt Added more logging for jira UE-39000 #jira UE-39000 Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt Redid fix for UE-35822 in dev-editor Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt Fix deprecation warning Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt Disable motion blur in editor views by default #jira 38424 Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt Fix PS4 compile errors Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt Details panels changes - Added the ability to create groups within groups in details panel customizations - Added the ability for struct customizations to add categories to the parent Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do. Change 3213158 on 2016/11/29 by Jamie.Dale Updated User Defined Enum display names to use real FText instances so they can have stable keys This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues. User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking). #jira UE-26274 Change 3213172 on 2016/11/29 by Jamie.Dale Adding experimental support for content hot-reloading The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded). The basic workflow for package reloading is as follows: 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects. 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed. 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping). 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found). 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't). For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory. In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation. Change 3213428 on 2016/11/29 by Jamie.Dale Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing #jira UE-37746 Change 3213442 on 2016/11/29 by Jamie.Dale Workaround for a bug in TSF based MS IMEs on Windows 8+ They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted. #jira UE-37309 Change 3213603 on 2016/11/29 by Cody.Albert Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget #jira UE-39106 Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt Attempt to fix includetool cis warning Change 3215159 on 2016/11/30 by Jamie.Dale Fixing MakeShared forward declaration Change 3215220 on 2016/11/30 by Alex.Delesky #jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view. Change 3215390 on 2016/11/30 by Jamie.Dale Maps now end a hot-reload batch Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt Updating guard to track down worlds that have no package as an outer #jira UE-35712 Change 3215500 on 2016/11/30 by Alexis.Matte Color grading widget customization #jira UETOOL-1070 Change 3215519 on 2016/11/30 by Jamie.Dale Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode Change 3215556 on 2016/11/30 by Cody.Albert Fixed issue where check-out toast would not disappear #jira UE-39146 Change 3215585 on 2016/11/30 by Jamie.Dale Adding an explicit ESPMode to MakeShared to try and placate Android Change 3215737 on 2016/11/30 by Alexis.Matte Fix build warning Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves #jira UE-35935 Change 3215758 on 2016/11/30 by Ben.Marsh Add a 'Custom...' build type for Dev-Editor. Change 3216183 on 2016/11/30 by Alexis.Matte Fix win32 build error Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt Fix mac build error. Change 3216828 on 2016/12/01 by Jamie.Dale Fixing MakeShared on Android #jira UE-39204 Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel) Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty #jira UE-36496 Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt Fix a number of keybindings problems - Removed editor keybindings from project settings. It should not have been in there (already in editor settings) - Removed duplicate registration of editor keybindings from editor settings - Fixed memory leak regenerating keybinding widgets when ending PIE world. - Cleaned up styling a bit to make keybindings widgets clearer. #jira UE-39211, UE-38718 Change 3216881 on 2016/12/01 by Shaun.Kime Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to. Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs. Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable. Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage. Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count. In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out. #jira UE-6882 Change 3216968 on 2016/12/01 by Jamie.Dale Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk Change 3216970 on 2016/12/01 by Jamie.Dale Reverting files now uses hot-reloading (if enabled) Change 3217233 on 2016/12/01 by Jamie.Dale You can now choose to reload dirty packages via content hot-reloading This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor. Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame. Change 3217466 on 2016/12/01 by Jamie.Dale Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date Change 3217572 on 2016/12/01 by Jamie.Dale Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text Change 3217688 on 2016/12/01 by Jamie.Dale Fixed crash reloading the active world package when it was dirty #jira UE-39250 Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads #jira UE-39243 Change 3218834 on 2016/12/02 by Alexis.Matte move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options #jira UE-38672 Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives #jira UE-39246 Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt Fixed basic cube shape having a convex hull instead of a box for collision Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt Move static mesh collision properties to the collision category Change 3219143 on 2016/12/02 by Michael.Dupuis #jira UE-39124 We can now place single mesh at a time #jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it #jira UE-37452 Change 3219358 on 2016/12/02 by Alexis.Matte Fix fbx automation tests Change 3219362 on 2016/12/02 by Alexis.Matte Support for MAX multisub material #jira UE-38467 #jira UE-38471 Change 3219774 on 2016/12/02 by Jamie.Dale PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN) Change 3219793 on 2016/12/02 by Jamie.Dale SWindow now restores focus back to the widget that last had focus when it was deactivated #jira UE-38965 Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt UI background blur tweaks - Adjust the downsample amount for lower kernel sizes - Flush post process memory used by the blur when switching levels Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt Added guards against accesing scene caching methods of the slate resource manager on the rendering thread Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading Change 3221831 on 2016/12/05 by Jamie.Dale Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name Change 3221986 on 2016/12/05 by Jamie.Dale Added an "Inline" font loading method This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front. The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does. This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded. Change 3222065 on 2016/12/05 by Jamie.Dale Added log warning to detect hitches when lazily loading fonts Change 3222225 on 2016/12/05 by Jamie.Dale Fixing style-set typo #jira UE-39333 Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt Fix autosaving prompting to check out built data if the built data asset was dirty during autosave #jira UE-39295 Change 3223184 on 2016/12/06 by Alexis.Matte Support LOD group and combine mesh #jira UE-1088 Change 3223212 on 2016/12/06 by Alex.Delesky #jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties. Change 3223215 on 2016/12/06 by Alex.Delesky #jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false. Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt Added back in missing code that was lost in a merge Change 3223271 on 2016/12/06 by Alex.Delesky #jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box). Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials Change 3223276 on 2016/12/06 by Alexis.Matte Staticmesh socket fbx import. #jira UE-38284 Change 3223363 on 2016/12/06 by Alexis.Matte Reimport must ask for missing file when re-importing a old asset that has no source files #jira UE-39356 Change 3223423 on 2016/12/06 by Chris.Wood Added option to place canvas panel children in same layer using explicit ZOrder setting. [UETOOL-935] - Figure out a solution for canvas panel batching Change 3223551 on 2016/12/06 by Alexis.Matte UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change #jira UE-39383 Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt Update doc links for maps and sets Change 3224746 on 2016/12/07 by Michael.Dupuis #jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras #jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras Change 3224826 on 2016/12/07 by Michael.Dupuis #jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior Change 3224827 on 2016/12/07 by Simon.Tourangeau Improve search for material match on fbx mesh import - Add option to specify material search locations on mesh import - On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh) - Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets) - If option is UnderRoot or more, search recursively from root folder (search recursively in /Game) - If option is AllAssets, search in every asset folder (Search recursively everywhere) #jira UE-39020 Change 3224989 on 2016/12/07 by Chris.Wood Fixed black callstack text in CrashReportClient. [UE-38987] - CrashReportClient Callstack text is rendering Black Change 3225142 on 2016/12/07 by Jamie.Dale Added collapsing methods when exporting text for translation You can now choose how to collapse your text for translation from three export modes: - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior). - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior). - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior). The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior). You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource"). Change 3225509 on 2016/12/07 by Simon.Tourangeau Static analysis fix, false positive Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt Fix broken physical surface details customization - Scrolling now works properly - Edit boxes dont change size while editing - properly checks out or makes file writable once an edit has been made #jira UE-39279 Change 3226840 on 2016/12/08 by Jamie.Dale Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself #jira OPP-6485 Change 3226940 on 2016/12/08 by Alexis.Matte Avoid changing the W value when playing with the color grading wheel. #jira UE-39473 Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt Temp disable lazy load font warnings to prevent infinite recursion crashes at startup Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt Fix for iOS compiling Change 3228597 on 2016/12/09 by Jamie.Dale Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL #jira UE-39529 Change 3228607 on 2016/12/09 by Jamie.Dale Fixed infinite recursion caused by logging while the output log font was still being loaded #jira UE-39523 Change 3228770 on 2016/12/09 by Jamie.Dale Fixed UUserDefinedEnum::GetEnumText it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail. #jira UE-39531 Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt Fix static analysis warning [CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
if(!IsInitialized())
{
InitResource();
}
FIntPoint NewMaxSize(FMath::Max(NewSize.X, RenderTargetSize.X), FMath::Max(NewSize.Y, RenderTargetSize.Y));
ResizeTargets(NewMaxSize);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 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. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change 3202398 on 2016/11/17 by Cody.Albert Updated UMG Sequencer to properly fire events once per loop Change 3202591 on 2016/11/17 by Shaun.Kime Fixing coding standards violations. Change 3202744 on 2016/11/17 by Shaun.Kime StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior. #jira UE-38315 Change 3203009 on 2016/11/17 by Alex.Delesky Backing out changelist 3170522 per request #jira UE-33031 Change 3204077 on 2016/11/18 by Nick.Darnell Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images. Change 3204086 on 2016/11/18 by Jamie.Dale Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set Both use FGCObject internally to reference the object and keep it alive. FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer. You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing). Change 3204189 on 2016/11/18 by Alex.Delesky Removing content from dev folder Change 3204205 on 2016/11/18 by Jamie.Dale Fix for being unable to delete folders that still have sub-folders in the Content Browser #jira UE-38752 Change 3204270 on 2016/11/18 by Simon.Tourangeau Fix StaticMesh socket reimports - socket transforms are now updated correctly on reimport - deleted socket from source will be removed on reimport - fix SocketManager refresh after import #jira UE-38195 Change 3204283 on 2016/11/18 by Alex.Delesky #jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself. Change 3205757 on 2016/11/21 by Jamie.Dale PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium) Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist) Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt PR #2956: Add plane to basicshapes (Contributed by tommybear) Change 3205831 on 2016/11/21 by Jamie.Dale Speculative fix for UE-38492 This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel. #jira UE-38492 Change 3205869 on 2016/11/21 by Alex.Delesky #jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor Change 3205873 on 2016/11/21 by Alex.Delesky #jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes. Should also address the issue mentioned in #jira UE-32965 Change 3205954 on 2016/11/21 by Shaun.Kime Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work. #jira UE-38315 Change 3205965 on 2016/11/21 by Alex.Delesky #jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused PR #2942 Change 3207157 on 2016/11/22 by Chris.Wood Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking. [UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds Change 3207344 on 2016/11/22 by Matthew.Griffin Added UnrealWatchdog to the Binary Release Change 3207396 on 2016/11/22 by Ben.Marsh Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion. Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt Redid blur changes from Paragon Dev-General Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image Change 3207443 on 2016/11/22 by Chris.Wood Fix CIS error on Mac from my change CL 3207157 Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt Added missing files Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt Guard against crash clearing scenes from the slate RHI renderer during movie loading code. Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt Actually call correct method of checking for a debugger Change 3209139 on 2016/11/23 by Cody.Albert Adding support for "Show Only Modified Properties" filter to DetailWidgetRow Change 3209206 on 2016/11/23 by Jamie.Dale Moving folders now removes the old folder from disk if it's empty This had already been done for deleting folders, but moving them was missed. #jira UE-11796 Change 3209281 on 2016/11/23 by Jamie.Dale PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung) Change 3210383 on 2016/11/25 by Chris.Wood Documented Crash Report Client analytics events [UE-32787] - Document Crash Report Client analytics events in code Change 3210385 on 2016/11/25 by Alexis.Matte Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not #jira UE-38925 Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt Fix build errors Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts) Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt Fix ATSC texture compression quality tooltip #jira UE-38996 Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt Fix compile errors Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt Fix post process anim blueprints on skeletal meshes not being clearable #jira UE-39017 Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt Added more logging for jira UE-39000 #jira UE-39000 Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt Redid fix for UE-35822 in dev-editor Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt Fix deprecation warning Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt Disable motion blur in editor views by default #jira 38424 Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt Fix PS4 compile errors Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt Details panels changes - Added the ability to create groups within groups in details panel customizations - Added the ability for struct customizations to add categories to the parent Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do. Change 3213158 on 2016/11/29 by Jamie.Dale Updated User Defined Enum display names to use real FText instances so they can have stable keys This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues. User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking). #jira UE-26274 Change 3213172 on 2016/11/29 by Jamie.Dale Adding experimental support for content hot-reloading The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded). The basic workflow for package reloading is as follows: 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects. 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed. 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping). 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found). 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't). For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory. In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation. Change 3213428 on 2016/11/29 by Jamie.Dale Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing #jira UE-37746 Change 3213442 on 2016/11/29 by Jamie.Dale Workaround for a bug in TSF based MS IMEs on Windows 8+ They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted. #jira UE-37309 Change 3213603 on 2016/11/29 by Cody.Albert Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget #jira UE-39106 Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt Attempt to fix includetool cis warning Change 3215159 on 2016/11/30 by Jamie.Dale Fixing MakeShared forward declaration Change 3215220 on 2016/11/30 by Alex.Delesky #jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view. Change 3215390 on 2016/11/30 by Jamie.Dale Maps now end a hot-reload batch Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt Updating guard to track down worlds that have no package as an outer #jira UE-35712 Change 3215500 on 2016/11/30 by Alexis.Matte Color grading widget customization #jira UETOOL-1070 Change 3215519 on 2016/11/30 by Jamie.Dale Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode Change 3215556 on 2016/11/30 by Cody.Albert Fixed issue where check-out toast would not disappear #jira UE-39146 Change 3215585 on 2016/11/30 by Jamie.Dale Adding an explicit ESPMode to MakeShared to try and placate Android Change 3215737 on 2016/11/30 by Alexis.Matte Fix build warning Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves #jira UE-35935 Change 3215758 on 2016/11/30 by Ben.Marsh Add a 'Custom...' build type for Dev-Editor. Change 3216183 on 2016/11/30 by Alexis.Matte Fix win32 build error Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt Fix mac build error. Change 3216828 on 2016/12/01 by Jamie.Dale Fixing MakeShared on Android #jira UE-39204 Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel) Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty #jira UE-36496 Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt Fix a number of keybindings problems - Removed editor keybindings from project settings. It should not have been in there (already in editor settings) - Removed duplicate registration of editor keybindings from editor settings - Fixed memory leak regenerating keybinding widgets when ending PIE world. - Cleaned up styling a bit to make keybindings widgets clearer. #jira UE-39211, UE-38718 Change 3216881 on 2016/12/01 by Shaun.Kime Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to. Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs. Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable. Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage. Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count. In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out. #jira UE-6882 Change 3216968 on 2016/12/01 by Jamie.Dale Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk Change 3216970 on 2016/12/01 by Jamie.Dale Reverting files now uses hot-reloading (if enabled) Change 3217233 on 2016/12/01 by Jamie.Dale You can now choose to reload dirty packages via content hot-reloading This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor. Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame. Change 3217466 on 2016/12/01 by Jamie.Dale Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date Change 3217572 on 2016/12/01 by Jamie.Dale Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text Change 3217688 on 2016/12/01 by Jamie.Dale Fixed crash reloading the active world package when it was dirty #jira UE-39250 Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads #jira UE-39243 Change 3218834 on 2016/12/02 by Alexis.Matte move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options #jira UE-38672 Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives #jira UE-39246 Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt Fixed basic cube shape having a convex hull instead of a box for collision Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt Move static mesh collision properties to the collision category Change 3219143 on 2016/12/02 by Michael.Dupuis #jira UE-39124 We can now place single mesh at a time #jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it #jira UE-37452 Change 3219358 on 2016/12/02 by Alexis.Matte Fix fbx automation tests Change 3219362 on 2016/12/02 by Alexis.Matte Support for MAX multisub material #jira UE-38467 #jira UE-38471 Change 3219774 on 2016/12/02 by Jamie.Dale PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN) Change 3219793 on 2016/12/02 by Jamie.Dale SWindow now restores focus back to the widget that last had focus when it was deactivated #jira UE-38965 Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt UI background blur tweaks - Adjust the downsample amount for lower kernel sizes - Flush post process memory used by the blur when switching levels Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt Added guards against accesing scene caching methods of the slate resource manager on the rendering thread Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading Change 3221831 on 2016/12/05 by Jamie.Dale Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name Change 3221986 on 2016/12/05 by Jamie.Dale Added an "Inline" font loading method This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front. The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does. This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded. Change 3222065 on 2016/12/05 by Jamie.Dale Added log warning to detect hitches when lazily loading fonts Change 3222225 on 2016/12/05 by Jamie.Dale Fixing style-set typo #jira UE-39333 Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt Fix autosaving prompting to check out built data if the built data asset was dirty during autosave #jira UE-39295 Change 3223184 on 2016/12/06 by Alexis.Matte Support LOD group and combine mesh #jira UE-1088 Change 3223212 on 2016/12/06 by Alex.Delesky #jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties. Change 3223215 on 2016/12/06 by Alex.Delesky #jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false. Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt Added back in missing code that was lost in a merge Change 3223271 on 2016/12/06 by Alex.Delesky #jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box). Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials Change 3223276 on 2016/12/06 by Alexis.Matte Staticmesh socket fbx import. #jira UE-38284 Change 3223363 on 2016/12/06 by Alexis.Matte Reimport must ask for missing file when re-importing a old asset that has no source files #jira UE-39356 Change 3223423 on 2016/12/06 by Chris.Wood Added option to place canvas panel children in same layer using explicit ZOrder setting. [UETOOL-935] - Figure out a solution for canvas panel batching Change 3223551 on 2016/12/06 by Alexis.Matte UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change #jira UE-39383 Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt Update doc links for maps and sets Change 3224746 on 2016/12/07 by Michael.Dupuis #jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras #jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras Change 3224826 on 2016/12/07 by Michael.Dupuis #jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior Change 3224827 on 2016/12/07 by Simon.Tourangeau Improve search for material match on fbx mesh import - Add option to specify material search locations on mesh import - On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh) - Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets) - If option is UnderRoot or more, search recursively from root folder (search recursively in /Game) - If option is AllAssets, search in every asset folder (Search recursively everywhere) #jira UE-39020 Change 3224989 on 2016/12/07 by Chris.Wood Fixed black callstack text in CrashReportClient. [UE-38987] - CrashReportClient Callstack text is rendering Black Change 3225142 on 2016/12/07 by Jamie.Dale Added collapsing methods when exporting text for translation You can now choose how to collapse your text for translation from three export modes: - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior). - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior). - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior). The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior). You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource"). Change 3225509 on 2016/12/07 by Simon.Tourangeau Static analysis fix, false positive Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt Fix broken physical surface details customization - Scrolling now works properly - Edit boxes dont change size while editing - properly checks out or makes file writable once an edit has been made #jira UE-39279 Change 3226840 on 2016/12/08 by Jamie.Dale Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself #jira OPP-6485 Change 3226940 on 2016/12/08 by Alexis.Matte Avoid changing the W value when playing with the color grading wheel. #jira UE-39473 Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt Temp disable lazy load font warnings to prevent infinite recursion crashes at startup Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt Fix for iOS compiling Change 3228597 on 2016/12/09 by Jamie.Dale Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL #jira UE-39529 Change 3228607 on 2016/12/09 by Jamie.Dale Fixed infinite recursion caused by logging while the output log font was still being loaded #jira UE-39523 Change 3228770 on 2016/12/09 by Jamie.Dale Fixed UUserDefinedEnum::GetEnumText it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail. #jira UE-39531 Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt Fix static analysis warning [CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
void FSlatePostProcessResource::ResizeTargets(const FIntPoint& NewSize)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 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. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change 3202398 on 2016/11/17 by Cody.Albert Updated UMG Sequencer to properly fire events once per loop Change 3202591 on 2016/11/17 by Shaun.Kime Fixing coding standards violations. Change 3202744 on 2016/11/17 by Shaun.Kime StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior. #jira UE-38315 Change 3203009 on 2016/11/17 by Alex.Delesky Backing out changelist 3170522 per request #jira UE-33031 Change 3204077 on 2016/11/18 by Nick.Darnell Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images. Change 3204086 on 2016/11/18 by Jamie.Dale Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set Both use FGCObject internally to reference the object and keep it alive. FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer. You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing). Change 3204189 on 2016/11/18 by Alex.Delesky Removing content from dev folder Change 3204205 on 2016/11/18 by Jamie.Dale Fix for being unable to delete folders that still have sub-folders in the Content Browser #jira UE-38752 Change 3204270 on 2016/11/18 by Simon.Tourangeau Fix StaticMesh socket reimports - socket transforms are now updated correctly on reimport - deleted socket from source will be removed on reimport - fix SocketManager refresh after import #jira UE-38195 Change 3204283 on 2016/11/18 by Alex.Delesky #jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself. Change 3205757 on 2016/11/21 by Jamie.Dale PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium) Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist) Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt PR #2956: Add plane to basicshapes (Contributed by tommybear) Change 3205831 on 2016/11/21 by Jamie.Dale Speculative fix for UE-38492 This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel. #jira UE-38492 Change 3205869 on 2016/11/21 by Alex.Delesky #jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor Change 3205873 on 2016/11/21 by Alex.Delesky #jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes. Should also address the issue mentioned in #jira UE-32965 Change 3205954 on 2016/11/21 by Shaun.Kime Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work. #jira UE-38315 Change 3205965 on 2016/11/21 by Alex.Delesky #jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused PR #2942 Change 3207157 on 2016/11/22 by Chris.Wood Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking. [UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds Change 3207344 on 2016/11/22 by Matthew.Griffin Added UnrealWatchdog to the Binary Release Change 3207396 on 2016/11/22 by Ben.Marsh Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion. Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt Redid blur changes from Paragon Dev-General Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image Change 3207443 on 2016/11/22 by Chris.Wood Fix CIS error on Mac from my change CL 3207157 Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt Added missing files Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt Guard against crash clearing scenes from the slate RHI renderer during movie loading code. Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt Actually call correct method of checking for a debugger Change 3209139 on 2016/11/23 by Cody.Albert Adding support for "Show Only Modified Properties" filter to DetailWidgetRow Change 3209206 on 2016/11/23 by Jamie.Dale Moving folders now removes the old folder from disk if it's empty This had already been done for deleting folders, but moving them was missed. #jira UE-11796 Change 3209281 on 2016/11/23 by Jamie.Dale PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung) Change 3210383 on 2016/11/25 by Chris.Wood Documented Crash Report Client analytics events [UE-32787] - Document Crash Report Client analytics events in code Change 3210385 on 2016/11/25 by Alexis.Matte Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not #jira UE-38925 Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt Fix build errors Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts) Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt Fix ATSC texture compression quality tooltip #jira UE-38996 Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt Fix compile errors Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt Fix post process anim blueprints on skeletal meshes not being clearable #jira UE-39017 Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt Added more logging for jira UE-39000 #jira UE-39000 Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt Redid fix for UE-35822 in dev-editor Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt Fix deprecation warning Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt Disable motion blur in editor views by default #jira 38424 Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt Fix PS4 compile errors Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt Details panels changes - Added the ability to create groups within groups in details panel customizations - Added the ability for struct customizations to add categories to the parent Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do. Change 3213158 on 2016/11/29 by Jamie.Dale Updated User Defined Enum display names to use real FText instances so they can have stable keys This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues. User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking). #jira UE-26274 Change 3213172 on 2016/11/29 by Jamie.Dale Adding experimental support for content hot-reloading The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded). The basic workflow for package reloading is as follows: 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects. 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed. 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping). 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found). 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't). For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory. In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation. Change 3213428 on 2016/11/29 by Jamie.Dale Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing #jira UE-37746 Change 3213442 on 2016/11/29 by Jamie.Dale Workaround for a bug in TSF based MS IMEs on Windows 8+ They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted. #jira UE-37309 Change 3213603 on 2016/11/29 by Cody.Albert Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget #jira UE-39106 Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt Attempt to fix includetool cis warning Change 3215159 on 2016/11/30 by Jamie.Dale Fixing MakeShared forward declaration Change 3215220 on 2016/11/30 by Alex.Delesky #jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view. Change 3215390 on 2016/11/30 by Jamie.Dale Maps now end a hot-reload batch Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt Updating guard to track down worlds that have no package as an outer #jira UE-35712 Change 3215500 on 2016/11/30 by Alexis.Matte Color grading widget customization #jira UETOOL-1070 Change 3215519 on 2016/11/30 by Jamie.Dale Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode Change 3215556 on 2016/11/30 by Cody.Albert Fixed issue where check-out toast would not disappear #jira UE-39146 Change 3215585 on 2016/11/30 by Jamie.Dale Adding an explicit ESPMode to MakeShared to try and placate Android Change 3215737 on 2016/11/30 by Alexis.Matte Fix build warning Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves #jira UE-35935 Change 3215758 on 2016/11/30 by Ben.Marsh Add a 'Custom...' build type for Dev-Editor. Change 3216183 on 2016/11/30 by Alexis.Matte Fix win32 build error Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt Fix mac build error. Change 3216828 on 2016/12/01 by Jamie.Dale Fixing MakeShared on Android #jira UE-39204 Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel) Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty #jira UE-36496 Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt Fix a number of keybindings problems - Removed editor keybindings from project settings. It should not have been in there (already in editor settings) - Removed duplicate registration of editor keybindings from editor settings - Fixed memory leak regenerating keybinding widgets when ending PIE world. - Cleaned up styling a bit to make keybindings widgets clearer. #jira UE-39211, UE-38718 Change 3216881 on 2016/12/01 by Shaun.Kime Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to. Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs. Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable. Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage. Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count. In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out. #jira UE-6882 Change 3216968 on 2016/12/01 by Jamie.Dale Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk Change 3216970 on 2016/12/01 by Jamie.Dale Reverting files now uses hot-reloading (if enabled) Change 3217233 on 2016/12/01 by Jamie.Dale You can now choose to reload dirty packages via content hot-reloading This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor. Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame. Change 3217466 on 2016/12/01 by Jamie.Dale Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date Change 3217572 on 2016/12/01 by Jamie.Dale Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text Change 3217688 on 2016/12/01 by Jamie.Dale Fixed crash reloading the active world package when it was dirty #jira UE-39250 Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads #jira UE-39243 Change 3218834 on 2016/12/02 by Alexis.Matte move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options #jira UE-38672 Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives #jira UE-39246 Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt Fixed basic cube shape having a convex hull instead of a box for collision Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt Move static mesh collision properties to the collision category Change 3219143 on 2016/12/02 by Michael.Dupuis #jira UE-39124 We can now place single mesh at a time #jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it #jira UE-37452 Change 3219358 on 2016/12/02 by Alexis.Matte Fix fbx automation tests Change 3219362 on 2016/12/02 by Alexis.Matte Support for MAX multisub material #jira UE-38467 #jira UE-38471 Change 3219774 on 2016/12/02 by Jamie.Dale PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN) Change 3219793 on 2016/12/02 by Jamie.Dale SWindow now restores focus back to the widget that last had focus when it was deactivated #jira UE-38965 Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt UI background blur tweaks - Adjust the downsample amount for lower kernel sizes - Flush post process memory used by the blur when switching levels Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt Added guards against accesing scene caching methods of the slate resource manager on the rendering thread Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading Change 3221831 on 2016/12/05 by Jamie.Dale Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name Change 3221986 on 2016/12/05 by Jamie.Dale Added an "Inline" font loading method This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front. The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does. This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded. Change 3222065 on 2016/12/05 by Jamie.Dale Added log warning to detect hitches when lazily loading fonts Change 3222225 on 2016/12/05 by Jamie.Dale Fixing style-set typo #jira UE-39333 Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt Fix autosaving prompting to check out built data if the built data asset was dirty during autosave #jira UE-39295 Change 3223184 on 2016/12/06 by Alexis.Matte Support LOD group and combine mesh #jira UE-1088 Change 3223212 on 2016/12/06 by Alex.Delesky #jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties. Change 3223215 on 2016/12/06 by Alex.Delesky #jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false. Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt Added back in missing code that was lost in a merge Change 3223271 on 2016/12/06 by Alex.Delesky #jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box). Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials Change 3223276 on 2016/12/06 by Alexis.Matte Staticmesh socket fbx import. #jira UE-38284 Change 3223363 on 2016/12/06 by Alexis.Matte Reimport must ask for missing file when re-importing a old asset that has no source files #jira UE-39356 Change 3223423 on 2016/12/06 by Chris.Wood Added option to place canvas panel children in same layer using explicit ZOrder setting. [UETOOL-935] - Figure out a solution for canvas panel batching Change 3223551 on 2016/12/06 by Alexis.Matte UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change #jira UE-39383 Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt Update doc links for maps and sets Change 3224746 on 2016/12/07 by Michael.Dupuis #jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras #jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras Change 3224826 on 2016/12/07 by Michael.Dupuis #jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior Change 3224827 on 2016/12/07 by Simon.Tourangeau Improve search for material match on fbx mesh import - Add option to specify material search locations on mesh import - On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh) - Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets) - If option is UnderRoot or more, search recursively from root folder (search recursively in /Game) - If option is AllAssets, search in every asset folder (Search recursively everywhere) #jira UE-39020 Change 3224989 on 2016/12/07 by Chris.Wood Fixed black callstack text in CrashReportClient. [UE-38987] - CrashReportClient Callstack text is rendering Black Change 3225142 on 2016/12/07 by Jamie.Dale Added collapsing methods when exporting text for translation You can now choose how to collapse your text for translation from three export modes: - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior). - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior). - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior). The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior). You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource"). Change 3225509 on 2016/12/07 by Simon.Tourangeau Static analysis fix, false positive Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt Fix broken physical surface details customization - Scrolling now works properly - Edit boxes dont change size while editing - properly checks out or makes file writable once an edit has been made #jira UE-39279 Change 3226840 on 2016/12/08 by Jamie.Dale Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself #jira OPP-6485 Change 3226940 on 2016/12/08 by Alexis.Matte Avoid changing the W value when playing with the color grading wheel. #jira UE-39473 Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt Temp disable lazy load font warnings to prevent infinite recursion crashes at startup Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt Fix for iOS compiling Change 3228597 on 2016/12/09 by Jamie.Dale Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL #jira UE-39529 Change 3228607 on 2016/12/09 by Jamie.Dale Fixed infinite recursion caused by logging while the output log font was still being loaded #jira UE-39523 Change 3228770 on 2016/12/09 by Jamie.Dale Fixed UUserDefinedEnum::GetEnumText it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail. #jira UE-39531 Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt Fix static analysis warning [CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
check(IsInRenderingThread());
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
RenderTargets.Empty();
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 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. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change 3202398 on 2016/11/17 by Cody.Albert Updated UMG Sequencer to properly fire events once per loop Change 3202591 on 2016/11/17 by Shaun.Kime Fixing coding standards violations. Change 3202744 on 2016/11/17 by Shaun.Kime StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior. #jira UE-38315 Change 3203009 on 2016/11/17 by Alex.Delesky Backing out changelist 3170522 per request #jira UE-33031 Change 3204077 on 2016/11/18 by Nick.Darnell Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images. Change 3204086 on 2016/11/18 by Jamie.Dale Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set Both use FGCObject internally to reference the object and keep it alive. FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer. You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing). Change 3204189 on 2016/11/18 by Alex.Delesky Removing content from dev folder Change 3204205 on 2016/11/18 by Jamie.Dale Fix for being unable to delete folders that still have sub-folders in the Content Browser #jira UE-38752 Change 3204270 on 2016/11/18 by Simon.Tourangeau Fix StaticMesh socket reimports - socket transforms are now updated correctly on reimport - deleted socket from source will be removed on reimport - fix SocketManager refresh after import #jira UE-38195 Change 3204283 on 2016/11/18 by Alex.Delesky #jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself. Change 3205757 on 2016/11/21 by Jamie.Dale PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium) Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist) Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt PR #2956: Add plane to basicshapes (Contributed by tommybear) Change 3205831 on 2016/11/21 by Jamie.Dale Speculative fix for UE-38492 This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel. #jira UE-38492 Change 3205869 on 2016/11/21 by Alex.Delesky #jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor Change 3205873 on 2016/11/21 by Alex.Delesky #jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes. Should also address the issue mentioned in #jira UE-32965 Change 3205954 on 2016/11/21 by Shaun.Kime Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work. #jira UE-38315 Change 3205965 on 2016/11/21 by Alex.Delesky #jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused PR #2942 Change 3207157 on 2016/11/22 by Chris.Wood Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking. [UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds Change 3207344 on 2016/11/22 by Matthew.Griffin Added UnrealWatchdog to the Binary Release Change 3207396 on 2016/11/22 by Ben.Marsh Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion. Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt Redid blur changes from Paragon Dev-General Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image Change 3207443 on 2016/11/22 by Chris.Wood Fix CIS error on Mac from my change CL 3207157 Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt Added missing files Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt Guard against crash clearing scenes from the slate RHI renderer during movie loading code. Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt Actually call correct method of checking for a debugger Change 3209139 on 2016/11/23 by Cody.Albert Adding support for "Show Only Modified Properties" filter to DetailWidgetRow Change 3209206 on 2016/11/23 by Jamie.Dale Moving folders now removes the old folder from disk if it's empty This had already been done for deleting folders, but moving them was missed. #jira UE-11796 Change 3209281 on 2016/11/23 by Jamie.Dale PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung) Change 3210383 on 2016/11/25 by Chris.Wood Documented Crash Report Client analytics events [UE-32787] - Document Crash Report Client analytics events in code Change 3210385 on 2016/11/25 by Alexis.Matte Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not #jira UE-38925 Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt Fix build errors Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts) Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt Fix ATSC texture compression quality tooltip #jira UE-38996 Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt Fix compile errors Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt Fix post process anim blueprints on skeletal meshes not being clearable #jira UE-39017 Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt Added more logging for jira UE-39000 #jira UE-39000 Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt Redid fix for UE-35822 in dev-editor Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt Fix deprecation warning Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt Disable motion blur in editor views by default #jira 38424 Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt Fix PS4 compile errors Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt Details panels changes - Added the ability to create groups within groups in details panel customizations - Added the ability for struct customizations to add categories to the parent Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do. Change 3213158 on 2016/11/29 by Jamie.Dale Updated User Defined Enum display names to use real FText instances so they can have stable keys This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues. User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking). #jira UE-26274 Change 3213172 on 2016/11/29 by Jamie.Dale Adding experimental support for content hot-reloading The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded). The basic workflow for package reloading is as follows: 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects. 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed. 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping). 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found). 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't). For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory. In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation. Change 3213428 on 2016/11/29 by Jamie.Dale Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing #jira UE-37746 Change 3213442 on 2016/11/29 by Jamie.Dale Workaround for a bug in TSF based MS IMEs on Windows 8+ They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted. #jira UE-37309 Change 3213603 on 2016/11/29 by Cody.Albert Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget #jira UE-39106 Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt Attempt to fix includetool cis warning Change 3215159 on 2016/11/30 by Jamie.Dale Fixing MakeShared forward declaration Change 3215220 on 2016/11/30 by Alex.Delesky #jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view. Change 3215390 on 2016/11/30 by Jamie.Dale Maps now end a hot-reload batch Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt Updating guard to track down worlds that have no package as an outer #jira UE-35712 Change 3215500 on 2016/11/30 by Alexis.Matte Color grading widget customization #jira UETOOL-1070 Change 3215519 on 2016/11/30 by Jamie.Dale Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode Change 3215556 on 2016/11/30 by Cody.Albert Fixed issue where check-out toast would not disappear #jira UE-39146 Change 3215585 on 2016/11/30 by Jamie.Dale Adding an explicit ESPMode to MakeShared to try and placate Android Change 3215737 on 2016/11/30 by Alexis.Matte Fix build warning Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves #jira UE-35935 Change 3215758 on 2016/11/30 by Ben.Marsh Add a 'Custom...' build type for Dev-Editor. Change 3216183 on 2016/11/30 by Alexis.Matte Fix win32 build error Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt Fix mac build error. Change 3216828 on 2016/12/01 by Jamie.Dale Fixing MakeShared on Android #jira UE-39204 Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel) Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty #jira UE-36496 Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt Fix a number of keybindings problems - Removed editor keybindings from project settings. It should not have been in there (already in editor settings) - Removed duplicate registration of editor keybindings from editor settings - Fixed memory leak regenerating keybinding widgets when ending PIE world. - Cleaned up styling a bit to make keybindings widgets clearer. #jira UE-39211, UE-38718 Change 3216881 on 2016/12/01 by Shaun.Kime Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to. Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs. Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable. Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage. Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count. In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out. #jira UE-6882 Change 3216968 on 2016/12/01 by Jamie.Dale Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk Change 3216970 on 2016/12/01 by Jamie.Dale Reverting files now uses hot-reloading (if enabled) Change 3217233 on 2016/12/01 by Jamie.Dale You can now choose to reload dirty packages via content hot-reloading This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor. Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame. Change 3217466 on 2016/12/01 by Jamie.Dale Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date Change 3217572 on 2016/12/01 by Jamie.Dale Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text Change 3217688 on 2016/12/01 by Jamie.Dale Fixed crash reloading the active world package when it was dirty #jira UE-39250 Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads #jira UE-39243 Change 3218834 on 2016/12/02 by Alexis.Matte move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options #jira UE-38672 Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives #jira UE-39246 Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt Fixed basic cube shape having a convex hull instead of a box for collision Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt Move static mesh collision properties to the collision category Change 3219143 on 2016/12/02 by Michael.Dupuis #jira UE-39124 We can now place single mesh at a time #jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it #jira UE-37452 Change 3219358 on 2016/12/02 by Alexis.Matte Fix fbx automation tests Change 3219362 on 2016/12/02 by Alexis.Matte Support for MAX multisub material #jira UE-38467 #jira UE-38471 Change 3219774 on 2016/12/02 by Jamie.Dale PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN) Change 3219793 on 2016/12/02 by Jamie.Dale SWindow now restores focus back to the widget that last had focus when it was deactivated #jira UE-38965 Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt UI background blur tweaks - Adjust the downsample amount for lower kernel sizes - Flush post process memory used by the blur when switching levels Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt Added guards against accesing scene caching methods of the slate resource manager on the rendering thread Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading Change 3221831 on 2016/12/05 by Jamie.Dale Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name Change 3221986 on 2016/12/05 by Jamie.Dale Added an "Inline" font loading method This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front. The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does. This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded. Change 3222065 on 2016/12/05 by Jamie.Dale Added log warning to detect hitches when lazily loading fonts Change 3222225 on 2016/12/05 by Jamie.Dale Fixing style-set typo #jira UE-39333 Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt Fix autosaving prompting to check out built data if the built data asset was dirty during autosave #jira UE-39295 Change 3223184 on 2016/12/06 by Alexis.Matte Support LOD group and combine mesh #jira UE-1088 Change 3223212 on 2016/12/06 by Alex.Delesky #jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties. Change 3223215 on 2016/12/06 by Alex.Delesky #jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false. Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt Added back in missing code that was lost in a merge Change 3223271 on 2016/12/06 by Alex.Delesky #jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box). Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials Change 3223276 on 2016/12/06 by Alexis.Matte Staticmesh socket fbx import. #jira UE-38284 Change 3223363 on 2016/12/06 by Alexis.Matte Reimport must ask for missing file when re-importing a old asset that has no source files #jira UE-39356 Change 3223423 on 2016/12/06 by Chris.Wood Added option to place canvas panel children in same layer using explicit ZOrder setting. [UETOOL-935] - Figure out a solution for canvas panel batching Change 3223551 on 2016/12/06 by Alexis.Matte UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change #jira UE-39383 Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt Update doc links for maps and sets Change 3224746 on 2016/12/07 by Michael.Dupuis #jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras #jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras Change 3224826 on 2016/12/07 by Michael.Dupuis #jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior Change 3224827 on 2016/12/07 by Simon.Tourangeau Improve search for material match on fbx mesh import - Add option to specify material search locations on mesh import - On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh) - Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets) - If option is UnderRoot or more, search recursively from root folder (search recursively in /Game) - If option is AllAssets, search in every asset folder (Search recursively everywhere) #jira UE-39020 Change 3224989 on 2016/12/07 by Chris.Wood Fixed black callstack text in CrashReportClient. [UE-38987] - CrashReportClient Callstack text is rendering Black Change 3225142 on 2016/12/07 by Jamie.Dale Added collapsing methods when exporting text for translation You can now choose how to collapse your text for translation from three export modes: - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior). - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior). - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior). The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior). You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource"). Change 3225509 on 2016/12/07 by Simon.Tourangeau Static analysis fix, false positive Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt Fix broken physical surface details customization - Scrolling now works properly - Edit boxes dont change size while editing - properly checks out or makes file writable once an edit has been made #jira UE-39279 Change 3226840 on 2016/12/08 by Jamie.Dale Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself #jira OPP-6485 Change 3226940 on 2016/12/08 by Alexis.Matte Avoid changing the W value when playing with the color grading wheel. #jira UE-39473 Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt Temp disable lazy load font warnings to prevent infinite recursion crashes at startup Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt Fix for iOS compiling Change 3228597 on 2016/12/09 by Jamie.Dale Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL #jira UE-39529 Change 3228607 on 2016/12/09 by Jamie.Dale Fixed infinite recursion caused by logging while the output log font was still being loaded #jira UE-39523 Change 3228770 on 2016/12/09 by Jamie.Dale Fixed UUserDefinedEnum::GetEnumText it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail. #jira UE-39531 Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt Fix static analysis warning [CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
RenderTargetSize = NewSize;
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
PixelFormat = PF_B8G8R8A8;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 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. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change 3202398 on 2016/11/17 by Cody.Albert Updated UMG Sequencer to properly fire events once per loop Change 3202591 on 2016/11/17 by Shaun.Kime Fixing coding standards violations. Change 3202744 on 2016/11/17 by Shaun.Kime StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior. #jira UE-38315 Change 3203009 on 2016/11/17 by Alex.Delesky Backing out changelist 3170522 per request #jira UE-33031 Change 3204077 on 2016/11/18 by Nick.Darnell Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images. Change 3204086 on 2016/11/18 by Jamie.Dale Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set Both use FGCObject internally to reference the object and keep it alive. FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer. You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing). Change 3204189 on 2016/11/18 by Alex.Delesky Removing content from dev folder Change 3204205 on 2016/11/18 by Jamie.Dale Fix for being unable to delete folders that still have sub-folders in the Content Browser #jira UE-38752 Change 3204270 on 2016/11/18 by Simon.Tourangeau Fix StaticMesh socket reimports - socket transforms are now updated correctly on reimport - deleted socket from source will be removed on reimport - fix SocketManager refresh after import #jira UE-38195 Change 3204283 on 2016/11/18 by Alex.Delesky #jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself. Change 3205757 on 2016/11/21 by Jamie.Dale PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium) Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist) Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt PR #2956: Add plane to basicshapes (Contributed by tommybear) Change 3205831 on 2016/11/21 by Jamie.Dale Speculative fix for UE-38492 This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel. #jira UE-38492 Change 3205869 on 2016/11/21 by Alex.Delesky #jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor Change 3205873 on 2016/11/21 by Alex.Delesky #jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes. Should also address the issue mentioned in #jira UE-32965 Change 3205954 on 2016/11/21 by Shaun.Kime Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work. #jira UE-38315 Change 3205965 on 2016/11/21 by Alex.Delesky #jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused PR #2942 Change 3207157 on 2016/11/22 by Chris.Wood Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking. [UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds Change 3207344 on 2016/11/22 by Matthew.Griffin Added UnrealWatchdog to the Binary Release Change 3207396 on 2016/11/22 by Ben.Marsh Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion. Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt Redid blur changes from Paragon Dev-General Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image Change 3207443 on 2016/11/22 by Chris.Wood Fix CIS error on Mac from my change CL 3207157 Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt Added missing files Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt Guard against crash clearing scenes from the slate RHI renderer during movie loading code. Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt Actually call correct method of checking for a debugger Change 3209139 on 2016/11/23 by Cody.Albert Adding support for "Show Only Modified Properties" filter to DetailWidgetRow Change 3209206 on 2016/11/23 by Jamie.Dale Moving folders now removes the old folder from disk if it's empty This had already been done for deleting folders, but moving them was missed. #jira UE-11796 Change 3209281 on 2016/11/23 by Jamie.Dale PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung) Change 3210383 on 2016/11/25 by Chris.Wood Documented Crash Report Client analytics events [UE-32787] - Document Crash Report Client analytics events in code Change 3210385 on 2016/11/25 by Alexis.Matte Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not #jira UE-38925 Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt Fix build errors Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts) Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt Fix ATSC texture compression quality tooltip #jira UE-38996 Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt Fix compile errors Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt Fix post process anim blueprints on skeletal meshes not being clearable #jira UE-39017 Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt Added more logging for jira UE-39000 #jira UE-39000 Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt Redid fix for UE-35822 in dev-editor Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt Fix deprecation warning Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt Disable motion blur in editor views by default #jira 38424 Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt Fix PS4 compile errors Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt Details panels changes - Added the ability to create groups within groups in details panel customizations - Added the ability for struct customizations to add categories to the parent Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do. Change 3213158 on 2016/11/29 by Jamie.Dale Updated User Defined Enum display names to use real FText instances so they can have stable keys This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues. User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking). #jira UE-26274 Change 3213172 on 2016/11/29 by Jamie.Dale Adding experimental support for content hot-reloading The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded). The basic workflow for package reloading is as follows: 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects. 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed. 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping). 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found). 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't). For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory. In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation. Change 3213428 on 2016/11/29 by Jamie.Dale Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing #jira UE-37746 Change 3213442 on 2016/11/29 by Jamie.Dale Workaround for a bug in TSF based MS IMEs on Windows 8+ They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted. #jira UE-37309 Change 3213603 on 2016/11/29 by Cody.Albert Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget #jira UE-39106 Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt Attempt to fix includetool cis warning Change 3215159 on 2016/11/30 by Jamie.Dale Fixing MakeShared forward declaration Change 3215220 on 2016/11/30 by Alex.Delesky #jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view. Change 3215390 on 2016/11/30 by Jamie.Dale Maps now end a hot-reload batch Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt Updating guard to track down worlds that have no package as an outer #jira UE-35712 Change 3215500 on 2016/11/30 by Alexis.Matte Color grading widget customization #jira UETOOL-1070 Change 3215519 on 2016/11/30 by Jamie.Dale Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode Change 3215556 on 2016/11/30 by Cody.Albert Fixed issue where check-out toast would not disappear #jira UE-39146 Change 3215585 on 2016/11/30 by Jamie.Dale Adding an explicit ESPMode to MakeShared to try and placate Android Change 3215737 on 2016/11/30 by Alexis.Matte Fix build warning Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves #jira UE-35935 Change 3215758 on 2016/11/30 by Ben.Marsh Add a 'Custom...' build type for Dev-Editor. Change 3216183 on 2016/11/30 by Alexis.Matte Fix win32 build error Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt Fix mac build error. Change 3216828 on 2016/12/01 by Jamie.Dale Fixing MakeShared on Android #jira UE-39204 Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel) Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty #jira UE-36496 Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt Fix a number of keybindings problems - Removed editor keybindings from project settings. It should not have been in there (already in editor settings) - Removed duplicate registration of editor keybindings from editor settings - Fixed memory leak regenerating keybinding widgets when ending PIE world. - Cleaned up styling a bit to make keybindings widgets clearer. #jira UE-39211, UE-38718 Change 3216881 on 2016/12/01 by Shaun.Kime Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to. Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs. Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable. Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage. Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count. In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out. #jira UE-6882 Change 3216968 on 2016/12/01 by Jamie.Dale Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk Change 3216970 on 2016/12/01 by Jamie.Dale Reverting files now uses hot-reloading (if enabled) Change 3217233 on 2016/12/01 by Jamie.Dale You can now choose to reload dirty packages via content hot-reloading This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor. Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame. Change 3217466 on 2016/12/01 by Jamie.Dale Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date Change 3217572 on 2016/12/01 by Jamie.Dale Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text Change 3217688 on 2016/12/01 by Jamie.Dale Fixed crash reloading the active world package when it was dirty #jira UE-39250 Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads #jira UE-39243 Change 3218834 on 2016/12/02 by Alexis.Matte move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options #jira UE-38672 Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives #jira UE-39246 Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt Fixed basic cube shape having a convex hull instead of a box for collision Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt Move static mesh collision properties to the collision category Change 3219143 on 2016/12/02 by Michael.Dupuis #jira UE-39124 We can now place single mesh at a time #jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it #jira UE-37452 Change 3219358 on 2016/12/02 by Alexis.Matte Fix fbx automation tests Change 3219362 on 2016/12/02 by Alexis.Matte Support for MAX multisub material #jira UE-38467 #jira UE-38471 Change 3219774 on 2016/12/02 by Jamie.Dale PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN) Change 3219793 on 2016/12/02 by Jamie.Dale SWindow now restores focus back to the widget that last had focus when it was deactivated #jira UE-38965 Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt UI background blur tweaks - Adjust the downsample amount for lower kernel sizes - Flush post process memory used by the blur when switching levels Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt Added guards against accesing scene caching methods of the slate resource manager on the rendering thread Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading Change 3221831 on 2016/12/05 by Jamie.Dale Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name Change 3221986 on 2016/12/05 by Jamie.Dale Added an "Inline" font loading method This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front. The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does. This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded. Change 3222065 on 2016/12/05 by Jamie.Dale Added log warning to detect hitches when lazily loading fonts Change 3222225 on 2016/12/05 by Jamie.Dale Fixing style-set typo #jira UE-39333 Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt Fix autosaving prompting to check out built data if the built data asset was dirty during autosave #jira UE-39295 Change 3223184 on 2016/12/06 by Alexis.Matte Support LOD group and combine mesh #jira UE-1088 Change 3223212 on 2016/12/06 by Alex.Delesky #jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties. Change 3223215 on 2016/12/06 by Alex.Delesky #jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false. Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt Added back in missing code that was lost in a merge Change 3223271 on 2016/12/06 by Alex.Delesky #jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box). Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials Change 3223276 on 2016/12/06 by Alexis.Matte Staticmesh socket fbx import. #jira UE-38284 Change 3223363 on 2016/12/06 by Alexis.Matte Reimport must ask for missing file when re-importing a old asset that has no source files #jira UE-39356 Change 3223423 on 2016/12/06 by Chris.Wood Added option to place canvas panel children in same layer using explicit ZOrder setting. [UETOOL-935] - Figure out a solution for canvas panel batching Change 3223551 on 2016/12/06 by Alexis.Matte UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change #jira UE-39383 Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt Update doc links for maps and sets Change 3224746 on 2016/12/07 by Michael.Dupuis #jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras #jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras Change 3224826 on 2016/12/07 by Michael.Dupuis #jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior Change 3224827 on 2016/12/07 by Simon.Tourangeau Improve search for material match on fbx mesh import - Add option to specify material search locations on mesh import - On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh) - Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets) - If option is UnderRoot or more, search recursively from root folder (search recursively in /Game) - If option is AllAssets, search in every asset folder (Search recursively everywhere) #jira UE-39020 Change 3224989 on 2016/12/07 by Chris.Wood Fixed black callstack text in CrashReportClient. [UE-38987] - CrashReportClient Callstack text is rendering Black Change 3225142 on 2016/12/07 by Jamie.Dale Added collapsing methods when exporting text for translation You can now choose how to collapse your text for translation from three export modes: - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior). - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior). - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior). The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior). You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource"). Change 3225509 on 2016/12/07 by Simon.Tourangeau Static analysis fix, false positive Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt Fix broken physical surface details customization - Scrolling now works properly - Edit boxes dont change size while editing - properly checks out or makes file writable once an edit has been made #jira UE-39279 Change 3226840 on 2016/12/08 by Jamie.Dale Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself #jira OPP-6485 Change 3226940 on 2016/12/08 by Alexis.Matte Avoid changing the W value when playing with the color grading wheel. #jira UE-39473 Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt Temp disable lazy load font warnings to prevent infinite recursion crashes at startup Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt Fix for iOS compiling Change 3228597 on 2016/12/09 by Jamie.Dale Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL #jira UE-39529 Change 3228607 on 2016/12/09 by Jamie.Dale Fixed infinite recursion caused by logging while the output log font was still being loaded #jira UE-39523 Change 3228770 on 2016/12/09 by Jamie.Dale Fixed UUserDefinedEnum::GetEnumText it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail. #jira UE-39531 Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt Fix static analysis warning [CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
if (RenderTargetSize.X > 0 && RenderTargetSize.Y > 0)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
{
for (int32 TexIndex = 0; TexIndex < RenderTargetCount; ++TexIndex)
{
const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc::Create2D(TEXT("FSlatePostProcessResource"))
.SetExtent(RenderTargetSize)
.SetFormat(PixelFormat)
.SetFlags(ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::ShaderResource)
.SetInitialState(ERHIAccess::SRVMask);
FTexture2DRHIRef RenderTargetTextureRHI = RHICreateTexture(Desc);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
RenderTargets.Add(RenderTargetTextureRHI);
}
}
STAT(int64 TotalMemory = RenderTargetCount * GPixelFormats[PixelFormat].BlockBytes*RenderTargetSize.X*RenderTargetSize.Y);
SET_MEMORY_STAT(STAT_SLATEPPRenderTargetMem, TotalMemory);
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 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. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change 3202398 on 2016/11/17 by Cody.Albert Updated UMG Sequencer to properly fire events once per loop Change 3202591 on 2016/11/17 by Shaun.Kime Fixing coding standards violations. Change 3202744 on 2016/11/17 by Shaun.Kime StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior. #jira UE-38315 Change 3203009 on 2016/11/17 by Alex.Delesky Backing out changelist 3170522 per request #jira UE-33031 Change 3204077 on 2016/11/18 by Nick.Darnell Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images. Change 3204086 on 2016/11/18 by Jamie.Dale Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set Both use FGCObject internally to reference the object and keep it alive. FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer. You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing). Change 3204189 on 2016/11/18 by Alex.Delesky Removing content from dev folder Change 3204205 on 2016/11/18 by Jamie.Dale Fix for being unable to delete folders that still have sub-folders in the Content Browser #jira UE-38752 Change 3204270 on 2016/11/18 by Simon.Tourangeau Fix StaticMesh socket reimports - socket transforms are now updated correctly on reimport - deleted socket from source will be removed on reimport - fix SocketManager refresh after import #jira UE-38195 Change 3204283 on 2016/11/18 by Alex.Delesky #jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself. Change 3205757 on 2016/11/21 by Jamie.Dale PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium) Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist) Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt PR #2956: Add plane to basicshapes (Contributed by tommybear) Change 3205831 on 2016/11/21 by Jamie.Dale Speculative fix for UE-38492 This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel. #jira UE-38492 Change 3205869 on 2016/11/21 by Alex.Delesky #jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor Change 3205873 on 2016/11/21 by Alex.Delesky #jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes. Should also address the issue mentioned in #jira UE-32965 Change 3205954 on 2016/11/21 by Shaun.Kime Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work. #jira UE-38315 Change 3205965 on 2016/11/21 by Alex.Delesky #jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused PR #2942 Change 3207157 on 2016/11/22 by Chris.Wood Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking. [UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds Change 3207344 on 2016/11/22 by Matthew.Griffin Added UnrealWatchdog to the Binary Release Change 3207396 on 2016/11/22 by Ben.Marsh Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion. Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt Redid blur changes from Paragon Dev-General Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image Change 3207443 on 2016/11/22 by Chris.Wood Fix CIS error on Mac from my change CL 3207157 Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt Added missing files Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt Guard against crash clearing scenes from the slate RHI renderer during movie loading code. Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt Actually call correct method of checking for a debugger Change 3209139 on 2016/11/23 by Cody.Albert Adding support for "Show Only Modified Properties" filter to DetailWidgetRow Change 3209206 on 2016/11/23 by Jamie.Dale Moving folders now removes the old folder from disk if it's empty This had already been done for deleting folders, but moving them was missed. #jira UE-11796 Change 3209281 on 2016/11/23 by Jamie.Dale PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung) Change 3210383 on 2016/11/25 by Chris.Wood Documented Crash Report Client analytics events [UE-32787] - Document Crash Report Client analytics events in code Change 3210385 on 2016/11/25 by Alexis.Matte Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not #jira UE-38925 Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt Fix build errors Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts) Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt Fix ATSC texture compression quality tooltip #jira UE-38996 Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt Fix compile errors Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt Fix post process anim blueprints on skeletal meshes not being clearable #jira UE-39017 Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt Added more logging for jira UE-39000 #jira UE-39000 Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt Redid fix for UE-35822 in dev-editor Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt Fix deprecation warning Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt Disable motion blur in editor views by default #jira 38424 Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt Fix PS4 compile errors Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt Details panels changes - Added the ability to create groups within groups in details panel customizations - Added the ability for struct customizations to add categories to the parent Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do. Change 3213158 on 2016/11/29 by Jamie.Dale Updated User Defined Enum display names to use real FText instances so they can have stable keys This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues. User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking). #jira UE-26274 Change 3213172 on 2016/11/29 by Jamie.Dale Adding experimental support for content hot-reloading The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded). The basic workflow for package reloading is as follows: 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects. 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed. 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping). 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found). 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't). For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory. In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation. Change 3213428 on 2016/11/29 by Jamie.Dale Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing #jira UE-37746 Change 3213442 on 2016/11/29 by Jamie.Dale Workaround for a bug in TSF based MS IMEs on Windows 8+ They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted. #jira UE-37309 Change 3213603 on 2016/11/29 by Cody.Albert Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget #jira UE-39106 Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt Attempt to fix includetool cis warning Change 3215159 on 2016/11/30 by Jamie.Dale Fixing MakeShared forward declaration Change 3215220 on 2016/11/30 by Alex.Delesky #jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view. Change 3215390 on 2016/11/30 by Jamie.Dale Maps now end a hot-reload batch Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt Updating guard to track down worlds that have no package as an outer #jira UE-35712 Change 3215500 on 2016/11/30 by Alexis.Matte Color grading widget customization #jira UETOOL-1070 Change 3215519 on 2016/11/30 by Jamie.Dale Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode Change 3215556 on 2016/11/30 by Cody.Albert Fixed issue where check-out toast would not disappear #jira UE-39146 Change 3215585 on 2016/11/30 by Jamie.Dale Adding an explicit ESPMode to MakeShared to try and placate Android Change 3215737 on 2016/11/30 by Alexis.Matte Fix build warning Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves #jira UE-35935 Change 3215758 on 2016/11/30 by Ben.Marsh Add a 'Custom...' build type for Dev-Editor. Change 3216183 on 2016/11/30 by Alexis.Matte Fix win32 build error Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt Fix mac build error. Change 3216828 on 2016/12/01 by Jamie.Dale Fixing MakeShared on Android #jira UE-39204 Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel) Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty #jira UE-36496 Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt Fix a number of keybindings problems - Removed editor keybindings from project settings. It should not have been in there (already in editor settings) - Removed duplicate registration of editor keybindings from editor settings - Fixed memory leak regenerating keybinding widgets when ending PIE world. - Cleaned up styling a bit to make keybindings widgets clearer. #jira UE-39211, UE-38718 Change 3216881 on 2016/12/01 by Shaun.Kime Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to. Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs. Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable. Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage. Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count. In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out. #jira UE-6882 Change 3216968 on 2016/12/01 by Jamie.Dale Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk Change 3216970 on 2016/12/01 by Jamie.Dale Reverting files now uses hot-reloading (if enabled) Change 3217233 on 2016/12/01 by Jamie.Dale You can now choose to reload dirty packages via content hot-reloading This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor. Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame. Change 3217466 on 2016/12/01 by Jamie.Dale Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date Change 3217572 on 2016/12/01 by Jamie.Dale Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text Change 3217688 on 2016/12/01 by Jamie.Dale Fixed crash reloading the active world package when it was dirty #jira UE-39250 Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads #jira UE-39243 Change 3218834 on 2016/12/02 by Alexis.Matte move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options #jira UE-38672 Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives #jira UE-39246 Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt Fixed basic cube shape having a convex hull instead of a box for collision Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt Move static mesh collision properties to the collision category Change 3219143 on 2016/12/02 by Michael.Dupuis #jira UE-39124 We can now place single mesh at a time #jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it #jira UE-37452 Change 3219358 on 2016/12/02 by Alexis.Matte Fix fbx automation tests Change 3219362 on 2016/12/02 by Alexis.Matte Support for MAX multisub material #jira UE-38467 #jira UE-38471 Change 3219774 on 2016/12/02 by Jamie.Dale PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN) Change 3219793 on 2016/12/02 by Jamie.Dale SWindow now restores focus back to the widget that last had focus when it was deactivated #jira UE-38965 Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt UI background blur tweaks - Adjust the downsample amount for lower kernel sizes - Flush post process memory used by the blur when switching levels Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt Added guards against accesing scene caching methods of the slate resource manager on the rendering thread Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading Change 3221831 on 2016/12/05 by Jamie.Dale Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name Change 3221986 on 2016/12/05 by Jamie.Dale Added an "Inline" font loading method This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front. The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does. This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded. Change 3222065 on 2016/12/05 by Jamie.Dale Added log warning to detect hitches when lazily loading fonts Change 3222225 on 2016/12/05 by Jamie.Dale Fixing style-set typo #jira UE-39333 Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt Fix autosaving prompting to check out built data if the built data asset was dirty during autosave #jira UE-39295 Change 3223184 on 2016/12/06 by Alexis.Matte Support LOD group and combine mesh #jira UE-1088 Change 3223212 on 2016/12/06 by Alex.Delesky #jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties. Change 3223215 on 2016/12/06 by Alex.Delesky #jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false. Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt Added back in missing code that was lost in a merge Change 3223271 on 2016/12/06 by Alex.Delesky #jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box). Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials Change 3223276 on 2016/12/06 by Alexis.Matte Staticmesh socket fbx import. #jira UE-38284 Change 3223363 on 2016/12/06 by Alexis.Matte Reimport must ask for missing file when re-importing a old asset that has no source files #jira UE-39356 Change 3223423 on 2016/12/06 by Chris.Wood Added option to place canvas panel children in same layer using explicit ZOrder setting. [UETOOL-935] - Figure out a solution for canvas panel batching Change 3223551 on 2016/12/06 by Alexis.Matte UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change #jira UE-39383 Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt Update doc links for maps and sets Change 3224746 on 2016/12/07 by Michael.Dupuis #jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras #jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras Change 3224826 on 2016/12/07 by Michael.Dupuis #jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior Change 3224827 on 2016/12/07 by Simon.Tourangeau Improve search for material match on fbx mesh import - Add option to specify material search locations on mesh import - On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh) - Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets) - If option is UnderRoot or more, search recursively from root folder (search recursively in /Game) - If option is AllAssets, search in every asset folder (Search recursively everywhere) #jira UE-39020 Change 3224989 on 2016/12/07 by Chris.Wood Fixed black callstack text in CrashReportClient. [UE-38987] - CrashReportClient Callstack text is rendering Black Change 3225142 on 2016/12/07 by Jamie.Dale Added collapsing methods when exporting text for translation You can now choose how to collapse your text for translation from three export modes: - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior). - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior). - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior). The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior). You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource"). Change 3225509 on 2016/12/07 by Simon.Tourangeau Static analysis fix, false positive Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt Fix broken physical surface details customization - Scrolling now works properly - Edit boxes dont change size while editing - properly checks out or makes file writable once an edit has been made #jira UE-39279 Change 3226840 on 2016/12/08 by Jamie.Dale Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself #jira OPP-6485 Change 3226940 on 2016/12/08 by Alexis.Matte Avoid changing the W value when playing with the color grading wheel. #jira UE-39473 Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt Temp disable lazy load font warnings to prevent infinite recursion crashes at startup Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt Fix for iOS compiling Change 3228597 on 2016/12/09 by Jamie.Dale Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL #jira UE-39529 Change 3228607 on 2016/12/09 by Jamie.Dale Fixed infinite recursion caused by logging while the output log font was still being loaded #jira UE-39523 Change 3228770 on 2016/12/09 by Jamie.Dale Fixed UUserDefinedEnum::GetEnumText it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail. #jira UE-39531 Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt Fix static analysis warning [CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
void FSlatePostProcessResource::CleanUp()
{
BeginReleaseResource(this);
BeginCleanup(this);
}
void FSlatePostProcessResource::InitDynamicRHI()
{
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
void FSlatePostProcessResource::ReleaseDynamicRHI()
{
SET_MEMORY_STAT(STAT_SLATEPPRenderTargetMem, 0);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3168749 on 2016/10/20 by Richard.TalbotWatkin Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry. #jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level Change 3169740 on 2016/10/20 by Nick.Darnell Automation - Removing old screenshots, working on new naming convention. Change 3169796 on 2016/10/20 by Nick.Darnell Automation - Adding new screenshots. Change 3169800 on 2016/10/20 by Nick.Darnell Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots. Change 3169901 on 2016/10/20 by Nick.Darnell Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots. Change 3169926 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170053 on 2016/10/20 by Cody.Albert Back out changelist 3169926 Change 3170067 on 2016/10/20 by Cody.Albert Added extension point for level editor viewport's Show and Camera menus Change 3170382 on 2016/10/21 by Michael.Dupuis #jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor Change 3170520 on 2016/10/21 by Alex.Delesky #jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint Change 3170522 on 2016/10/21 by Alex.Delesky #jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button. Change 3170524 on 2016/10/21 by Alex.Delesky #jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor. Change 3170530 on 2016/10/21 by Alex.Delesky Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper #jira none Change 3170768 on 2016/10/21 by Cody.Albert Back out changelist 3170067 Change 3170795 on 2016/10/21 by Nick.Darnell JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties. Change 3170797 on 2016/10/21 by Nick.Darnell Automation - Fixing several warnings dealing with fbx testing. Change 3170921 on 2016/10/21 by Nick.Darnell Automation - Fixing more warnings with FBX tests. Change 3171109 on 2016/10/21 by Cody.Albert Added extension point for level editor viewport Show menu Change 3171812 on 2016/10/24 by Jamie.Dale Back out changelist 3163044 This broke wrapping for Japanese and Chinese. Change 3171842 on 2016/10/24 by Michael.Dupuis #jira UE-36400 Name each Parameter uniquely either from copy/paste of any creation menu Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1 Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type When editing a color property update the material expression preview Change 3171958 on 2016/10/24 by Alex.Delesky #jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions. Change 3171969 on 2016/10/24 by Nick.Darnell Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions. Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider) Change 3172035 on 2016/10/24 by Alex.Delesky Fix to build warning for 3171970 #jira none Change 3172078 on 2016/10/24 by Michael.Dupuis #jira UE-37626 Fetch property node from property handle if there is no property editor Change 3172143 on 2016/10/24 by Jamie.Dale Line-break iterators will now avoid breaking words in Hangul The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers. Change 3172418 on 2016/10/24 by Michael.Dupuis Fixed Static Analysis error Change 3173389 on 2016/10/25 by Michael.Dupuis #jira UE-9284 Make the UI appear only on hover and change icons size Change 3173918 on 2016/10/25 by Alex.Delesky #jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created. Change 3173966 on 2016/10/25 by Alex.Delesky #jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse. Change 3174847 on 2016/10/26 by Alex.Delesky #jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen. Change 3174916 on 2016/10/26 by Alexis.Matte When re-importing fbx file, always log to the message log. #jira UE-37639 Change 3174940 on 2016/10/26 by Alex.Delesky Back out changelist 3174847 at request of platforms team. Was fixed on Main. Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt Import commandlet fixes - Fixed crash when source control could not be contacted - Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import Change 3175217 on 2016/10/26 by Alexis.Matte The FBX reimport animation code now return false if there was an error when importing #jira UE-37755 Change 3175728 on 2016/10/26 by Alexis.Matte Log a message when importing a skeletal mesh with more bone influence then the maximum supported #2875 #jira UE-37613 Change 3177997 on 2016/10/28 by Nick.Darnell Editor - Prevent re-entrant calls when EndPlayMap is called. Change 3178429 on 2016/10/28 by Nick.Darnell Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported. Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt Guard against bad render targets in Slate RHI #jira UE-37905 Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt Added logging to track https://jira.it.epicgames.net/browse/UE-37900 #jira UE-37900 Change 3179920 on 2016/10/31 by Alex.Delesky Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591. #jira none Change 3179921 on 2016/10/31 by Alex.Delesky #jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource Change 3180119 on 2016/10/31 by Alexis.Matte fbx importer avoid asset creation name clash #jira UE-35100 Change 3181905 on 2016/11/01 by Alexis.Matte Paint tool now allow users to paint on any vertex if they need it. #jira UE-8372 Change 3182355 on 2016/11/01 by Alexis.Matte We now support FBX LODs export for the asset exporter from the content browser. #jira UE-35302 Change 3183286 on 2016/11/02 by Alexis.Matte Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options. #jira UE-37520 Change 3183567 on 2016/11/02 by Shaun.Kime #jira UE-38019 The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor. The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder. Change 3184002 on 2016/11/02 by Jamie.Dale Fixed crash during TSF IME shutdown #jira UE-38073 Change 3185126 on 2016/11/03 by Shaun.Kime Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins. Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well). #jira UE-38065 #jira UE-37645 Change 3185278 on 2016/11/03 by Nick.Darnell UMG - Fixing some issues with HDPI mode in the widget designer. Change 3185355 on 2016/11/03 by Nick.Darnell UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace. Change 3185510 on 2016/11/03 by Nick.Darnell UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport. Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo. Change 3185514 on 2016/11/03 by Nick.Darnell UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces. Change 3185652 on 2016/11/03 by Nick.Darnell Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing. Change 3185952 on 2016/11/03 by Nick.Darnell UMG - Fixing another build error relating to local widget geometry. Change 3185953 on 2016/11/03 by Nick.Darnell UMG - Fixing a mac compiler warning. Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt Fixed collapse all hiding everything in the settings editors #jira UE-38151 Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt Fixed new assets opening in a minimized window not restoring that window. Change 3187026 on 2016/11/04 by Shaun.Kime UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds. #jira UE-38094 Change 3187073 on 2016/11/04 by Nick.Darnell Automation - Changing the code that writes out json to force no BOM as is the json standard. Change 3187113 on 2016/11/04 by Jamie.Dale Removed double look-up in UTextProperty::SerializeItem Change 3187114 on 2016/11/04 by Jamie.Dale Feedback context now uses culture correct percentage formatting Change 3187273 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. Add also some fbx automation test #jira UE-38242 Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes #jira UE-38268 Change 3187463 on 2016/11/04 by Nick.Darnell Automation - Updating the blessed screenshots, and fixing the BOM issues with the json. Change 3188638 on 2016/11/07 by Shaun.Kime Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background. #jira UE-38240 Change 3189056 on 2016/11/07 by Nick.Darnell Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser. Change 3189147 on 2016/11/07 by Jamie.Dale Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering). #jira UE-38309 Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt Guard against null object when creating details panel Change 3190017 on 2016/11/08 by Alexis.Matte FrontX support for scene importer #jira UETOOL-1061 Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt Fixed misaligned button in the new blueprint class dialog Change 3190086 on 2016/11/08 by Nick.Darnell UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained. Change 3190159 on 2016/11/08 by Nick.Darnell UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user. Change 3190161 on 2016/11/08 by Nick.Darnell UMG - UWidget is now Blueprintable. Improving some doc. Change 3190545 on 2016/11/08 by Alexis.Matte Support scaling when exporting skeleton (bind pose) to FBX #jira UE-36120 Change 3191614 on 2016/11/09 by Simon.Tourangeau Fix cooking crash after fbx import of a scene without meshes #jira UE-38264 Change 3191659 on 2016/11/09 by Simon.Tourangeau Cleanup Persona LOD section button layout #jira UE-38339 Change 3191882 on 2016/11/09 by Jamie.Dale Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter. Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict. Change 3192092 on 2016/11/09 by Jamie.Dale Deleting some test assets that were accidentally checked in, some of which no longer load Change 3192281 on 2016/11/09 by Alex.Delesky #jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints. Change 3192365 on 2016/11/09 by Shaun.Kime Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes. #jira UE-19022 Change 3192494 on 2016/11/09 by Alex.Delesky #jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly. Change 3193183 on 2016/11/10 by Alexis.Matte When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset. #jira UE-38450 Change 3193419 on 2016/11/10 by Alex.Delesky Fixing UnrealTournament build error in SUTChatEditBox #jira none Change 3193456 on 2016/11/10 by Alex.Delesky Fix to build warning C6011 in SWidgetHierarchyItem #jira none Change 3193704 on 2016/11/10 by Simon.Tourangeau Create Cinematic Camera when importing camera from fbx #jira UE-37764 Change 3194593 on 2016/11/11 by Nick.Darnell Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values. Change 3194595 on 2016/11/11 by Nick.Darnell Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area. Change 3194830 on 2016/11/11 by Richard.TalbotWatkin Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude! #jira UE-38524 - Moving many brushes to another level is very slow Change 3194859 on 2016/11/11 by Alexis.Matte Fix fbx skeletal mesh cleanup material crash #jira UE-38525 Change 3195199 on 2016/11/11 by Nick.Darnell UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots. #jira UE-38536 Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt Guard against rendering crashes when a mesh with no lod resources is opened. #jira UE-38520 Change 3196614 on 2016/11/14 by Nick.Darnell Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time. Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist) Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal) #jira UE-38544 Change 3196863 on 2016/11/14 by Nick.Darnell Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor. Change 3196900 on 2016/11/14 by Nick.Darnell Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale. Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel. #jira UE-36499, UE-38497 Change 3197028 on 2016/11/14 by Alexis.Matte Shift Drag is not moving the camera when the user is dragging the 3 axis in same time. #jira UE-38382 Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame Change 3197227 on 2016/11/14 by Nick.Darnell UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema. Change 3197239 on 2016/11/14 by Nick.Darnell UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it. Change 3197538 on 2016/11/14 by Nick.Darnell UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late. Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt Guard against reimport factories being deleted while in use #jira UE-37577 Change 3198589 on 2016/11/15 by Alex.Delesky #jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key. Change 3198783 on 2016/11/15 by Nick.Darnell The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code. Change 3198933 on 2016/11/15 by Jamie.Dale Changing the package localization ID used by a package now marks the package as dirty Change 3198942 on 2016/11/15 by Jamie.Dale Clearing the package localization ID used by a package now marks the package as dirty Change 3200241 on 2016/11/16 by Shaun.Kime Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled. By default, internal only classes will be hidden and you will be limited to your own developer folder. Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use [/Script/ClassViewer.ClassViewerProjectSettings] +InternalOnlyPaths=(Path="/Engine/VREditor") +InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders. The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget. Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management #jira UE-38313 Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt Adding missing change needed post merge from main Change 3200968 on 2016/11/16 by Jamie.Dale Fixed localization gather including texts that were instanced or otherwise unchanged - It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default. - UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances. Change 3201033 on 2016/11/16 by Cody.Albert Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged Change 3201829 on 2016/11/17 by Shaun.Kime Fixing issue where GEngine is null in early game loading, potentially causing a crash. Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt Fix build warning Change 3201835 on 2016/11/17 by Nick.Darnell Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input. Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt Fix streaming pause rendering starting a movie if a movie was already playing Change 3202089 on 2016/11/17 by Nick.Darnell Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name. Change 3202139 on 2016/11/17 by Jamie.Dale Fix for adjusting text spacing when lines are removed from TextLayouts Change 3202398 on 2016/11/17 by Cody.Albert Updated UMG Sequencer to properly fire events once per loop Change 3202591 on 2016/11/17 by Shaun.Kime Fixing coding standards violations. Change 3202744 on 2016/11/17 by Shaun.Kime StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior. #jira UE-38315 Change 3203009 on 2016/11/17 by Alex.Delesky Backing out changelist 3170522 per request #jira UE-33031 Change 3204077 on 2016/11/18 by Nick.Darnell Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images. Change 3204086 on 2016/11/18 by Jamie.Dale Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set Both use FGCObject internally to reference the object and keep it alive. FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer. You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing). Change 3204189 on 2016/11/18 by Alex.Delesky Removing content from dev folder Change 3204205 on 2016/11/18 by Jamie.Dale Fix for being unable to delete folders that still have sub-folders in the Content Browser #jira UE-38752 Change 3204270 on 2016/11/18 by Simon.Tourangeau Fix StaticMesh socket reimports - socket transforms are now updated correctly on reimport - deleted socket from source will be removed on reimport - fix SocketManager refresh after import #jira UE-38195 Change 3204283 on 2016/11/18 by Alex.Delesky #jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself. Change 3205757 on 2016/11/21 by Jamie.Dale PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium) Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist) Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt PR #2956: Add plane to basicshapes (Contributed by tommybear) Change 3205831 on 2016/11/21 by Jamie.Dale Speculative fix for UE-38492 This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel. #jira UE-38492 Change 3205869 on 2016/11/21 by Alex.Delesky #jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor Change 3205873 on 2016/11/21 by Alex.Delesky #jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes. Should also address the issue mentioned in #jira UE-32965 Change 3205954 on 2016/11/21 by Shaun.Kime Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work. #jira UE-38315 Change 3205965 on 2016/11/21 by Alex.Delesky #jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused PR #2942 Change 3207157 on 2016/11/22 by Chris.Wood Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking. [UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds Change 3207344 on 2016/11/22 by Matthew.Griffin Added UnrealWatchdog to the Binary Release Change 3207396 on 2016/11/22 by Ben.Marsh Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion. Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt Redid blur changes from Paragon Dev-General Blur widget updates - Renamed to SBackgroundBlur/UBackgroundBlur - Split SBackgroundBlur out into its own file - Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha - Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set - Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version) - Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image Change 3207443 on 2016/11/22 by Chris.Wood Fix CIS error on Mac from my change CL 3207157 Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt Added missing files Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt Guard against crash clearing scenes from the slate RHI renderer during movie loading code. Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt Actually call correct method of checking for a debugger Change 3209139 on 2016/11/23 by Cody.Albert Adding support for "Show Only Modified Properties" filter to DetailWidgetRow Change 3209206 on 2016/11/23 by Jamie.Dale Moving folders now removes the old folder from disk if it's empty This had already been done for deleting folders, but moving them was missed. #jira UE-11796 Change 3209281 on 2016/11/23 by Jamie.Dale PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung) Change 3210383 on 2016/11/25 by Chris.Wood Documented Crash Report Client analytics events [UE-32787] - Document Crash Report Client analytics events in code Change 3210385 on 2016/11/25 by Alexis.Matte Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not #jira UE-38925 Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt Fix build errors Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts) Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt Fix ATSC texture compression quality tooltip #jira UE-38996 Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt Fix compile errors Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt Fix post process anim blueprints on skeletal meshes not being clearable #jira UE-39017 Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt Added more logging for jira UE-39000 #jira UE-39000 Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt Redid fix for UE-35822 in dev-editor Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt Fix deprecation warning Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt Disable motion blur in editor views by default #jira 38424 Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt Fix PS4 compile errors Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt Details panels changes - Added the ability to create groups within groups in details panel customizations - Added the ability for struct customizations to add categories to the parent Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do. Change 3213158 on 2016/11/29 by Jamie.Dale Updated User Defined Enum display names to use real FText instances so they can have stable keys This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues. User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking). #jira UE-26274 Change 3213172 on 2016/11/29 by Jamie.Dale Adding experimental support for content hot-reloading The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded). The basic workflow for package reloading is as follows: 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects. 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed. 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping). 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found). 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't). For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory. In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation. Change 3213428 on 2016/11/29 by Jamie.Dale Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing #jira UE-37746 Change 3213442 on 2016/11/29 by Jamie.Dale Workaround for a bug in TSF based MS IMEs on Windows 8+ They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted. #jira UE-37309 Change 3213603 on 2016/11/29 by Cody.Albert Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget #jira UE-39106 Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt Attempt to fix includetool cis warning Change 3215159 on 2016/11/30 by Jamie.Dale Fixing MakeShared forward declaration Change 3215220 on 2016/11/30 by Alex.Delesky #jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view. Change 3215390 on 2016/11/30 by Jamie.Dale Maps now end a hot-reload batch Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt Updating guard to track down worlds that have no package as an outer #jira UE-35712 Change 3215500 on 2016/11/30 by Alexis.Matte Color grading widget customization #jira UETOOL-1070 Change 3215519 on 2016/11/30 by Jamie.Dale Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode Change 3215556 on 2016/11/30 by Cody.Albert Fixed issue where check-out toast would not disappear #jira UE-39146 Change 3215585 on 2016/11/30 by Jamie.Dale Adding an explicit ESPMode to MakeShared to try and placate Android Change 3215737 on 2016/11/30 by Alexis.Matte Fix build warning Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves #jira UE-35935 Change 3215758 on 2016/11/30 by Ben.Marsh Add a 'Custom...' build type for Dev-Editor. Change 3216183 on 2016/11/30 by Alexis.Matte Fix win32 build error Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt Fix mac build error. Change 3216828 on 2016/12/01 by Jamie.Dale Fixing MakeShared on Android #jira UE-39204 Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel) Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty #jira UE-36496 Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt Fix a number of keybindings problems - Removed editor keybindings from project settings. It should not have been in there (already in editor settings) - Removed duplicate registration of editor keybindings from editor settings - Fixed memory leak regenerating keybinding widgets when ending PIE world. - Cleaned up styling a bit to make keybindings widgets clearer. #jira UE-39211, UE-38718 Change 3216881 on 2016/12/01 by Shaun.Kime Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to. Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs. Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable. Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage. Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count. In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out. #jira UE-6882 Change 3216968 on 2016/12/01 by Jamie.Dale Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk Change 3216970 on 2016/12/01 by Jamie.Dale Reverting files now uses hot-reloading (if enabled) Change 3217233 on 2016/12/01 by Jamie.Dale You can now choose to reload dirty packages via content hot-reloading This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor. Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame. Change 3217466 on 2016/12/01 by Jamie.Dale Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date Change 3217572 on 2016/12/01 by Jamie.Dale Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text Change 3217688 on 2016/12/01 by Jamie.Dale Fixed crash reloading the active world package when it was dirty #jira UE-39250 Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads #jira UE-39243 Change 3218834 on 2016/12/02 by Alexis.Matte move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options #jira UE-38672 Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives #jira UE-39246 Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt Fixed basic cube shape having a convex hull instead of a box for collision Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt Move static mesh collision properties to the collision category Change 3219143 on 2016/12/02 by Michael.Dupuis #jira UE-39124 We can now place single mesh at a time #jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it #jira UE-37452 Change 3219358 on 2016/12/02 by Alexis.Matte Fix fbx automation tests Change 3219362 on 2016/12/02 by Alexis.Matte Support for MAX multisub material #jira UE-38467 #jira UE-38471 Change 3219774 on 2016/12/02 by Jamie.Dale PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN) Change 3219793 on 2016/12/02 by Jamie.Dale SWindow now restores focus back to the widget that last had focus when it was deactivated #jira UE-38965 Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt UI background blur tweaks - Adjust the downsample amount for lower kernel sizes - Flush post process memory used by the blur when switching levels Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt Added guards against accesing scene caching methods of the slate resource manager on the rendering thread Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading Change 3221831 on 2016/12/05 by Jamie.Dale Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name Change 3221986 on 2016/12/05 by Jamie.Dale Added an "Inline" font loading method This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front. The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does. This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded. Change 3222065 on 2016/12/05 by Jamie.Dale Added log warning to detect hitches when lazily loading fonts Change 3222225 on 2016/12/05 by Jamie.Dale Fixing style-set typo #jira UE-39333 Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt Fix autosaving prompting to check out built data if the built data asset was dirty during autosave #jira UE-39295 Change 3223184 on 2016/12/06 by Alexis.Matte Support LOD group and combine mesh #jira UE-1088 Change 3223212 on 2016/12/06 by Alex.Delesky #jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties. Change 3223215 on 2016/12/06 by Alex.Delesky #jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false. Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt Added back in missing code that was lost in a merge Change 3223271 on 2016/12/06 by Alex.Delesky #jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box). Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials Change 3223276 on 2016/12/06 by Alexis.Matte Staticmesh socket fbx import. #jira UE-38284 Change 3223363 on 2016/12/06 by Alexis.Matte Reimport must ask for missing file when re-importing a old asset that has no source files #jira UE-39356 Change 3223423 on 2016/12/06 by Chris.Wood Added option to place canvas panel children in same layer using explicit ZOrder setting. [UETOOL-935] - Figure out a solution for canvas panel batching Change 3223551 on 2016/12/06 by Alexis.Matte UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change #jira UE-39383 Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt Update doc links for maps and sets Change 3224746 on 2016/12/07 by Michael.Dupuis #jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras #jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras Change 3224826 on 2016/12/07 by Michael.Dupuis #jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior Change 3224827 on 2016/12/07 by Simon.Tourangeau Improve search for material match on fbx mesh import - Add option to specify material search locations on mesh import - On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh) - Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes) - If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets) - If option is UnderRoot or more, search recursively from root folder (search recursively in /Game) - If option is AllAssets, search in every asset folder (Search recursively everywhere) #jira UE-39020 Change 3224989 on 2016/12/07 by Chris.Wood Fixed black callstack text in CrashReportClient. [UE-38987] - CrashReportClient Callstack text is rendering Black Change 3225142 on 2016/12/07 by Jamie.Dale Added collapsing methods when exporting text for translation You can now choose how to collapse your text for translation from three export modes: - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior). - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior). - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior). The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior). You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource"). Change 3225509 on 2016/12/07 by Simon.Tourangeau Static analysis fix, false positive Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt Fix broken physical surface details customization - Scrolling now works properly - Edit boxes dont change size while editing - properly checks out or makes file writable once an edit has been made #jira UE-39279 Change 3226840 on 2016/12/08 by Jamie.Dale Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself #jira OPP-6485 Change 3226940 on 2016/12/08 by Alexis.Matte Avoid changing the W value when playing with the color grading wheel. #jira UE-39473 Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt Temp disable lazy load font warnings to prevent infinite recursion crashes at startup Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt Fix for iOS compiling Change 3228597 on 2016/12/09 by Jamie.Dale Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL #jira UE-39529 Change 3228607 on 2016/12/09 by Jamie.Dale Fixed infinite recursion caused by logging while the output log font was still being loaded #jira UE-39523 Change 3228770 on 2016/12/09 by Jamie.Dale Fixed UUserDefinedEnum::GetEnumText it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail. #jira UE-39531 Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt Fix static analysis warning [CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
RenderTargetSize = FIntPoint::ZeroValue;
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521) #lockdown Nick.Penwarden Change 3196499 on 2016/11/14 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3196473 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3195674 on 2016/11/11 by Laurent.Delayen Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO) Fixes https://jira.it.epicgames.net/browse/OR-31509 #rb lina.halper #tests twinblast ult multiPIE Change 3195245 on 2016/11/11 by Dan.Hertzka Card crafting progress - Device responds to UI actions appropriately and infinitely - Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen) - CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states - Non-reversible timelines all now play from start (so they work more than once) Engine-side: - Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate - Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget #rb none #tests PIE crafting Change 3194616 on 2016/11/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.3 @ CL 3194604 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3193875 on 2016/11/10 by Andrew.Grant Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok.. #jira UE-38496 #tests compiled #rb none #c0dereview Marcus.Wassmer Change 3193368 on 2016/11/10 by Mieszko.Zielinski Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4 #rb Lukasz.Furman #test golden path Change 3193280 on 2016/11/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3193232 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3192376 on 2016/11/09 by Laurent.Delayen RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490 #rb none #tests riftmage blackhold multiPIE Change 3192243 on 2016/11/09 by Laurent.Delayen UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266 #rb none #tests Jump pads on Sovereign2 multiPIE Change 3191985 on 2016/11/09 by Laurent.Delayen Additional debug info for https://jira.it.epicgames.net/browse/OR-31300 #rb none #tests compiles Change 3191565 on 2016/11/09 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3191371 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3190702 on 2016/11/08 by David.Ratti Fix PIE autologgin mcp problem #rb JoshM #tests PIE autologgin Change 3190591 on 2016/11/08 by Mieszko.Zielinski Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4 #rb Lukasz.Furman #test golden path Change 3190363 on 2016/11/08 by Frank.Gigliotti Root motion velocity clamping and bug fixes; * Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions. * Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly. * Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks. #RB David.Ratti, Zak.Middleton #c0dereview Zak.Middleton #Tests PIE - Multiple heroes with root motion abilities Change 3190344 on 2016/11/08 by Laurent.Delayen RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266 Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests. Minor tweaks: - Test for ID before TimeStamp - Changed auto to proper type. - Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit. #rb none #tests multiPIE Change 3190217 on 2016/11/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3190009 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188560 on 2016/11/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3187796 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3188012 on 2016/11/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #rb #tests na Change 3187818 on 2016/11/04 by Michael.Noland Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start - Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails Upgrade notes: - UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead - UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead - These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again #rb matt.kuhlenscmidt #tests Tested various PIE configurations in Paragon Change 3187756 on 2016/11/04 by Michael.Noland Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled) #tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged #rb ben.ziegler Change 3187258 on 2016/11/04 by Dan.Hertzka - UTextBlock::SetText is now virtual - OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS #c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman #rb none #tests PIE Change 3187157 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Case fix for staged files #rb Ben.Marsh #tests preflighted #R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186870 on 2016/11/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3186846 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3186243 on 2016/11/03 by Michael.Noland Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings - Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin #jira OR-23184 #tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results #rb ben.ziegler Change 3185134 on 2016/11/03 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3185065 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3183689 on 2016/11/02 by Aaron.McLeran OR-31091 Implementing 3175639 in Dev-General #rb zak.middleton #tests unplug headphones and observe no log spam or other issues Change 3183292 on 2016/11/02 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3182926 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3182323 on 2016/11/01 by Dan.Hertzka Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check) #c0dereview Nick.Darnell #rb Stephan.Jiang #tests none Change 3182295 on 2016/11/01 by Daniel.Lamb Fixed up routing BeginDestroy. #rb Andrew.Grant #jira OR-31043 #test Paragon win64 -game Change 3181975 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181895 on 2016/11/01 by Daniel.Lamb Make sure to remove safe zone delegate when canvas is destroyed. Moved registration of safe zone delegate to constructor. #rb Michael.Noland #jira OR-31043 #test Paragon win64 -game Change 3181892 on 2016/11/01 by Michael.Trepka Copy of CL 3162466 By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #rb Mark.Satterthwaite #jira UE-37088 #tests Cooked MacNoEditor data on Windows Change 3181624 on 2016/11/01 by David.Ratti Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates #rb none #tests golden path w/ extra logging to verify final value is what is broadcasted #c0dereview Billy.Bramer, Fred.Kimberley Change 3181574 on 2016/11/01 by Jason.Bestimt #ORION_DG - Fixing up R0B0MERGE issue #RB:none #Tests:none Change 3180859 on 2016/10/31 by Brian.Karis Removed SSAO from hair Change 3180320 on 2016/10/31 by Daniel.Lamb Added support for rebuild lighting commandlet to read maps to rebuild from ini file. #rb Andrew.Grant #test Paragon rebuild lighting #jira OR-30841 Change 3180227 on 2016/10/31 by Laurent.Delayen Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965 Will be turned into a warning message in the BP editor. #c0dereview benn.gallagher #rb none #tests none Change 3179903 on 2016/10/31 by jason.bestimt #ORION_MAIN - Merge 34.2 @ CL 3179886 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3177903 on 2016/10/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3177869 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3175548 on 2016/10/26 by Michael.Noland GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry #rb david.ratti #c0dereview billy.bramer #tests Tested in multiplayer PIE client with a new minion callback and golden path in -game Change 3175544 on 2016/10/26 by Bart.Hawthorne Draft in replays improvements: - Marker added to timeline bar that shows when the level change happens - Added "Skip Draft" button when loading a replay which will bypass the draft - Only PvP matches will record replays - Added "Exit Replay" button to hamburger menu while in draft - No longer load hero data before viewing a replay if not skipping draft - Enable replay recording in PvP #rb john.pollard #c0dereview paul.moore #tests nomcp golden path up to spawnpoint, created and loaded several replays Change 3175533 on 2016/10/26 by Michael.Noland Fix for FMallocBinned::GetAllocationSize() for aligned allocations. #jira UE-37249 #jira UE-37243 #rb robert.manuszewski #lockdown robert.manuszewski [reimplementing CL# 3165739 from Release-4.13] #tests Compiled Change 3175311 on 2016/10/26 by Daniel.Lamb Added support for safe zone change. Messed up files in last checkin #test Ps4 paragon #jira OR-30506 #rb Matt.Kuhlenschmidt Change 3175298 on 2016/10/26 by Daniel.Lamb Added support for updating safe area #rb Matt.Kuhlenschmidt #c0dereview Andrew.Grant Nick.Darnell #test Ps4 paragon #jira OR-30506 Change 3175209 on 2016/10/26 by David.Ratti Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues. #rb none #tests pie Change 3174858 on 2016/10/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34/33.2 @ CL 3174784 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3174822 on 2016/10/26 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 #rb marc.audy #test create/destroy effects with HQ lights in editor. Change 3174344 on 2016/10/25 by Ryan.Gerleve Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set. #rb john.pollard #tests golden path Change 3174270 on 2016/10/25 by Marcus.Wassmer Add LightingChannel control to High Quality particle lights. #rb none #test tested different lighting channels. Change 3173855 on 2016/10/25 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 34 @ CL 3173292 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3173843 on 2016/10/25 by Michael.Trepka Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3173783 on 2016/10/25 by Dan.Youhon Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249) #rb None #tests MultiPIE Change 3173734 on 2016/10/25 by Dan.Youhon Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128 #rb None #tests MultiPIE Change 3173714 on 2016/10/25 by David.Ratti Add Game and Engine Compat versions for replays #coderview John.Pollard #rb Lietz #tests golden path, replays Change 3173681 on 2016/10/25 by Bart.Hawthorne Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level. The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before. Also fixed a warning on the dedicated server related to abandoning a draft. #rb john.pollard #c0dereview josh.markiewicz, paul.moore #tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing Change 3173677 on 2016/10/25 by Andrew.Grant Reenabled audio thread Added safety wrapper to prevent code accidentally using events after they are returned to the pool. #tests na #rb Gil.Gribb Change 3173588 on 2016/10/25 by Ryan.Gerleve Added a replication condition to skip replays. #tests golden path #rb john.pollard Change 3172692 on 2016/10/24 by Marcus.Wassmer Fix OR-30390 caused by missing mutex lock #rb none #test compile ps4 Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt Fix blur widget not respecting clip rects #rb none #tests paragon blur widget clipping bugs Change 3171570 on 2016/10/23 by Mieszko.Zielinski Moved Bots' enemy selection eqs query triggering to native code #Orion Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks. Also, made couple of tweaks to positioning and tower attacking behavior of melee bots #rb none #test golden path Change 3171100 on 2016/10/21 by Aaron.Eady FGameplayCueTagDetails; Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem. #rb David.Ratti (actually wrote the code) #tests PIE Change 3171060 on 2016/10/21 by Ryan.Gerleve Some cleanup and fixes for deathcam: The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes. Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation. Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread. Added comment to UAbilitySystemComponent::OnComponentDestroyed. #rb john.pollard #tests golden path, enabled deathcam Change 3171041 on 2016/10/21 by Ryan.Gerleve Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value. #rb john.pollard #tests golden path Change 3170917 on 2016/10/21 by Mieszko.Zielinski Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion #rb none #test golden path Change 3170914 on 2016/10/21 by Mieszko.Zielinski Fixed EQS scoring bug resulting in some items getting NaN scored #UE4 The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work. Removed a bunch of deprecated code while there #rb Lukasz.Furman #test golden path Change 3170912 on 2016/10/21 by Mieszko.Zielinski Manual merge of crucial BT fixed over from //Fortnite/Main #UE4 Original CL#3159145 , CL#3159892 #rb Lukasz.Furman #test golden path Change 3170478 on 2016/10/21 by David.Ratti fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue. #rb none #tests editor Change 3170231 on 2016/10/21 by Ryan.Gerleve Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well. #tests golden path, PIE #c0dereview john.pollard #rb none Change 3170074 on 2016/10/20 by Ryan.Gerleve Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking. CL 3169209 #tests golden path, replays #rb none Change 3170019 on 2016/10/20 by Ryan.Gerleve Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking. CLs: 3134499 3134771 3135279 3137140 3138081 3140413 3150142 3142515 3162189 3162194 #tests golden path #rb none Change 3169686 on 2016/10/20 by Michael.Trepka Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size. #rb Jeff.Campeau #tests Tested in editor build on PC Change 3169668 on 2016/10/20 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. Copy from Odin #rb none #tests opened a recorded sequence Change 3169657 on 2016/10/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_33 - Fix for localization export of web data Fixed export of localized formatted text - Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format. - Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent. - Updated the translation picker to use GetHistoricFormatData. - Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed. - Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export. [c0dereviewed]: jamie.dale #RB:none #Tests:Exported game data! #R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3169616 on 2016/10/20 by David.Ratti missed file #rb none #tests none Change 3169597 on 2016/10/20 by David.Ratti Missed include #rb DanH #tests none Change 3169393 on 2016/10/20 by David.Ratti AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks #rb none #tests pie Change 3168287 on 2016/10/19 by Mieszko.Zielinski Expanded EQS info logged with vlog #UE4 #rb none #test golden path Change 3168282 on 2016/10/19 by David.Ratti Restore warning when multiple GC notifies try to handle the same tag. #rb none #tests compile, launch editor, see warnings, cry Change 3168196 on 2016/10/19 by Jon.Lietz compile fix, removing the int version of FirstActiveIndex and leaving the in32 version. #RB none #tests compiles Change 3168041 on 2016/10/19 by Michael.Trepka Don't restore saved resolution on window activation in non-fullscreen modes #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3167859 on 2016/10/19 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Implementing in Dev-General for Joey since he needs the fix ASAP. #rb Jeff.Campeau #tests perform tests described in JIRA bug. Change 3167790 on 2016/10/19 by Andrew.Grant Duplication of 3167569 from //Odion/Main for Paragon cinematics #rb none #tests compiled Change 3167682 on 2016/10/19 by Laurent.Delayen Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473 #rb ori.cohen, benn.gallagher #tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level. Change 3167466 on 2016/10/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3167368 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3167312 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #rb Lukasz.Furman #test golden path #jira UE-37496 Change 3166784 on 2016/10/18 by Laurent.Delayen Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona) #rb none #c0dereview benn.gallagher #test Chains in Persona Change 3166641 on 2016/10/18 by Mieszko.Zielinski Made the value span used for EQS item score normalization configurable #UE4 #rb Lukasz.Furman #test golden path Change 3166632 on 2016/10/18 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Added support for multiple deployment sandboxes on PS4. BuildCookRun -deploy=SomeDir ps4.elf -deployedbuild=SomeDir Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox. #tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33 [c0dereviewed] Marcus.Wassmer, Luke.Thatcher #rb none #R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631 #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3166494 on 2016/10/18 by Michael.Noland Engine: Removed irrelevant GPU stats from FPS chart server analytics reports #jira OR-13877 #rb david.ratti #tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays Change 3166476 on 2016/10/18 by Michael.Noland Cooker: Deleting dead GenerateManifestInfo methods #tests Compiled #rb none #c0dereview daniel.lamb Change 3166471 on 2016/10/18 by Michael.Noland Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen). [reimplementing CL# 3157138 by Mike.Beach] #jira UE-37107 #rb Dan.OConnor #tests Tested multiplayer PIE and opening an anim BP Change 3166460 on 2016/10/18 by Michael.Noland Particles: Prevent log spam on servers about stripped emitters #rb graeme.thornton [reimplementing CL# 3157862 by Simon.Tovey] #tests Ran an uncooked server and tested golden path Change 3166339 on 2016/10/18 by Laurent.Delayen oops, this file got away. #rb none #tests none Change 3166337 on 2016/10/18 by Laurent.Delayen Fix for AnimDynamics Wind crash. https://jira.it.epicgames.net/browse/OR-30351 Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off. #rb benn.gallagher #c0dereview lina.halper, thomas.sarkanen #tests Vamp Change 3166207 on 2016/10/18 by Mieszko.Zielinski Bot perception work #Orion Added a new sense that makes bots know about enemies visible on the minimap Made jungle minions do not register as sight sources Cleaned up bot perception component a bit #rb none #test golden path Change 3166138 on 2016/10/18 by Michael.Noland Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650) #c0dereview dan.oconnor #rb none #tests Tested opening an anim BP during multiplayer PIE Change 3165860 on 2016/10/18 by David.Ratti remove some debug code that wasn't intended to be checked in #rb none #tests compile Change 3165288 on 2016/10/17 by Ian.Fox #XMPP - Add correlation id attribute to outgoing stanzas #RB Rob.Cannaday #Tests Correlation IDs come back in responses to xmpp messages we send #JIRA OGS-409 Change 3165096 on 2016/10/17 by David.Ratti Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play. #rb none #tests PS4/PC crossplay Change 3164973 on 2016/10/17 by Dan.Hertzka Fix link error #rb #tests compile Change 3164910 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches copy of CL 3164903 #ue4 #rb Mieszko.Zielinski #tests none Change 3164908 on 2016/10/17 by Dan.Hertzka Exposing the blur widget for use in Paragon ** Use OrionBlurWidget, not the base BackgroundBlurWidget - Added it to the hero and default tooltips for reference #rb none #c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman #tests PIE Change 3164482 on 2016/10/17 by David.Ratti Editor loadtime improvements * Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup. * Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off. * Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE. * Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues. * -game -nomcp will now properly async load initial set of data * BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally * Added new log category: LogOrionStartup #rb none #c0dereview Dan.Hertzka #tests pie, golden path, cooked PS4 Change 3163635 on 2016/10/14 by Laurent.Delayen AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it. #rb none #c0dereview martin.wilson, thomas.sarkanen #tests fixes Twinblast's primary fire blend out having a frame a lag. Change 3163620 on 2016/10/14 by Laurent.Delayen AnimNode_Slot debug: Show actual slot local weight, instead of always 1. #rb none #c0dereview martin.wilson #tests twinblast debug Change 3163061 on 2016/10/14 by Andrew.Grant Pulling test framework changes into seprate CL #rb #tests na Change 3162675 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes down early. #rb #tests na #R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3162062 on 2016/10/13 by Michael.Trepka Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden. #rb Matt.Kuhlenschmidt #tests Tested in editor build on PC Change 3161489 on 2016/10/13 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3161453 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3160664 on 2016/10/12 by Ben.Salem Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test. #rb adric.worley #tests Ran All Ftests that start with S Change 3159866 on 2016/10/12 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3159727 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158870 on 2016/10/11 by John.Barrett Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect. #JIRA OR-29219 #rb none #tests compiles, client/server Change 3158336 on 2016/10/11 by Lukasz.Furman string pulling for local navigation grids #ue4 #rb Mieszko.Zielinski #tests PIE Change 3158203 on 2016/10/11 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3158043 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt Added a blur widget to umg that applies a blur effect to whatever is behind the widget - The widget has a content slot that can be used to display unblurred content on top of the blur - The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1 - This widget is currently expermental and must be subclassed to be used #tests Tested on PS4, PC, Mac (opengl and metal) #rb nick.darnell Change 3157232 on 2016/10/10 by Lukasz.Furman added local navigation grids: dynamic obstacles on static navmesh #ue4 #rb Mieszko.Zielinski #tests none, disabled by default Change 3157112 on 2016/10/10 by Laurent.Delayen Removed my layer anim node fix, since Martin did a similar fix. #rb none #tests compiles #c0dereview martin.wilson Change 3156789 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33.2 @ CL 3156726 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156717 on 2016/10/10 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging 3156681 from //Orion/Release-33 to Main #rb #tests na #R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3156596 on 2016/10/10 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086) #Jira OR-30017 #rb Lina.Halper #tests Tested affected anim nodes in editor Change 3156149 on 2016/10/08 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main) #rb #tests na #R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3155444 on 2016/10/07 by David.Ratti -Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps -Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly. #rb none #tests golden path Change 3155228 on 2016/10/07 by Michael.Trepka Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left #rb Dmitry.Rekman #tests Tested in editor build on PC Change 3154910 on 2016/10/07 by Lukasz.Furman added new accessors in TSimpleCellGrid and inlined bunch of functions #ue4 #rb none #tests none Change 3154906 on 2016/10/07 by Lukasz.Furman adjusted comments for FGraphAStar #ue4 #rb none #tests none Change 3154679 on 2016/10/07 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 33 @ CL 3154662 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153638 on 2016/10/06 by Andrew.Grant Duplicating fix for UE-36087 from UE4 #rb #tests na Change 3153325 on 2016/10/06 by David.Ratti CurveTableSets: support for multiple spread sheets -Sovereign data located in Sovereign subfolder, cloned from base data. #rb none #tests PIE, golden path Change 3153318 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge DUI @ CL 3152667 #RB:none #Tests:none [c0dereviewed]: kerrington.smith, matt.schembari #R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3153268 on 2016/10/06 by David.Ratti Missed file for engine changes #rb none #tests none Change 3153264 on 2016/10/06 by David.Ratti Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to. #rb none #tests paragon editor Change 3153204 on 2016/10/06 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3152587 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3152699 on 2016/10/05 by Andrew.Grant I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :) -Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map. -PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged -Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs -Split some Orion tests into seprate scripts -Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions. -Added controllers for Boot, Soak, and Leak checks -Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak -Added new MatchStarted/MatchEnded delegates to OrionGameState for clients -Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown -OrionBot code no longer caches command line since some TestControllers set it at runtime -Added some ensures in Draft logic to catch/guard against a crash being triggered by bots. #rb none #tests verified all of the above and much more! #c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland Change 3152605 on 2016/10/05 by Andrew.Grant Suppressed warning about missing parent if parent package was in the KnownMissingPackageList Added Editor ScaleRef stuff to Orion to suppress cooked warning #rb none #c0dereview Marcus.Wassmer #tests Verified warning about ScaleRef being missing is gone Change 3152596 on 2016/10/05 by Andrew.Grant Made ASLR an option that can be disabled. Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics. Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon #c0dereview Luke.Thatcher #rb none #tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal Change 3152399 on 2016/10/05 by Josh.Markiewicz #UE4 - temporary fix for OSS R0B0MERGE issue #rb david.nikdel #test compiles Change 3150916 on 2016/10/04 by Daniel.Lamb Removed warning when shader compiler is in a bad state. #rb Andrew.Grant #jira OR-29580 #test Cook paragon Change 3150889 on 2016/10/04 by Ben.Salem Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added. #rb adric.worley #tests Ran several commands to see log output. Change 3150844 on 2016/10/04 by Lukasz.Furman compilation fix #rb none #tests none Change 3150759 on 2016/10/04 by Lukasz.Furman added "hidden" state to gameplay debugger category #ue4 #rb Mieszko.Zielinski #tests config changes and PIE Change 3150758 on 2016/10/04 by Lukasz.Furman pass on SimpleCellGrid template to make it usable for local navigation grids #orion #rb Mieszko.Zielinski #tests PIE on agora, AI tactics debug on agora Change 3150567 on 2016/10/04 by Dan.Hertzka Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot. - Not in actual use anywhere yet #rb none #tests PIE Change 3150307 on 2016/10/04 by Laurent.Delayen Removed check() not considering SimulatedRootMotion for RemoteClients. #rb none #tests compiles Change 3150236 on 2016/10/04 by Josh.Markiewicz #UE4 - added documentation to FNetworkNotify interface - fixed bad UE_LOG category while double checking the above #rb none #tests compiles Change 3150206 on 2016/10/04 by Josh.Markiewicz #UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance - removed similar function from UGameInstanceCommon - more common usage location #rb none #c0dereview paul.moore #tests rejoin vectors and golden path Change 3150073 on 2016/10/04 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2/33 @ CL 3150010 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3150031 on 2016/10/04 by Mieszko.Zielinski New AIData provider that generated random numbers #UE4 #rb Lukasz.Furman #test golden path Change 3149946 on 2016/10/04 by Ben.Woodhouse Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize() We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released. #jira OR-26778 #rb luke.thatcher #tests compile, run Win64 with -game, run editor Change 3149743 on 2016/10/03 by Ben.Salem Null check for blank test names when making functional tests to repair crash on server. #rb nick.darnell #tests Ran multiple FTests Change 3149460 on 2016/10/03 by Laurent.Delayen Refactored TickCharacterPose. Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions. Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose(). Fixes human players always calling TickPose regardless of settings on dedicated servers. Also addresses Jira UE-34720 #rb martin.wilson #tests networked Vamp x2 + golden path Change 3149435 on 2016/10/03 by Mieszko.Zielinski Fixed a bug in EQS item score normalization for the purposes of drawing #UE4 Also, made printed out scores not normalized since seeing original EQS calculated score desirable #rb Lukasz.Furman #test golden path Change 3148550 on 2016/10/03 by John.Barrett Fixed bad/blocking ensure added in FBitReader. OR-29219 #tests compile #rb none Change 3147460 on 2016/09/30 by Laurent.Delayen Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted. Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking. #rb michael.noland #tests Golden Path Change 3146677 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing #rb Andrew.Rodham #tests Ran the gather Change 3146555 on 2016/09/30 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3146524 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3146129 on 2016/09/29 by Michael.Noland Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation #c0dereview marc.audy #rb none #tests Tested ToggleDebugCamera with slomo 0.00001 Change 3145574 on 2016/09/29 by Adric.Worley Fix FunctionalTestingManager not compiling when included #tests compile #rb mieszko.zielinski Change 3145224 on 2016/09/29 by Michael.Trepka Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid #rb Dmitry.Rekman #tests Tested editor build on PC Change 3145132 on 2016/09/29 by Alexis.Matte Make sure we use GetMesh instead of the SkeletalMeshPtr variable. #jira OR-29617 #rb matt.kuhlenschmidt #test none Change 3144926 on 2016/09/29 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3144835 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3144920 on 2016/09/29 by Benn.Gallagher Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations. #rb James.Golding #tests Editor + -game vamp RMB abilities using new notify Change 3144055 on 2016/09/28 by Jason.Bestimt #R0B0MERGE-AUTHOR: ben.marsh BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true. #rb none #tests Compared exported job definition before and after #R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3143801 on 2016/09/28 by Mieszko.Zielinski Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion Also, made failing to do so not fails a check #rb Lukasz.Furman #test golden path #c0dereview Aaron.Eady Change 3142377 on 2016/09/27 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Fix crashes when using GBuffer resources in simpleforward mode. #rb Daniel.Wright #test vamp Q on low settings. #R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3141628 on 2016/09/27 by David.Ratti Guard against recursion in WaitGameplayEffectApplied ability task #rb none #tests pie crash case Change 3141497 on 2016/09/27 by Marcus.Wassmer Duplicate 3123743 Separate skeletal/static mesh lod interfaces #rb none #test created an LOD for vamp locally. Change 3140832 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Remove dubious non-threadsafe GBuffer reference adjustments. Possibly fix OR-29506 #rb none #test PC on all settings #R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3140828 on 2016/09/26 by Uriel.Doyon Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let. #rb marcus.wassmer #tests running lighting build with command let & loading editor Change 3140331 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Cloning fix for UE-36253 from //UE4/Dev-Framework/... #rb #tests na #R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139976 on 2016/09/26 by David.Ratti balance tweaker + some prep for multiple data tables support #rb none #tests pie, golden path Change 3139904 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Adding code to log name of package that refuses to load... #rb none #tests compiled #R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139871 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Fixes for OR-29229 and OR-29413 #rb #tests na #R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139751 on 2016/09/26 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3139692 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3139451 on 2016/09/25 by Uriel.Doyon Submitted a workaround for the lighting build command let crash. #rb none #tests loaded editor, built lighting command let Change 3138304 on 2016/09/23 by David.Ratti Fix checkslow in Debug editor #rb none #tests debug editor #c0dereview Martin.Wilson Change 3138068 on 2016/09/23 by Laurent.Delayen Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid. Fixes Steel's curves all getting matched to 'DistanceCurve' #rb martin.wilson #tests Steel's curve are not all 'DistanceCurve' Change 3137830 on 2016/09/23 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3137699 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3137657 on 2016/09/23 by Ben.Marsh Fix initialization order warning. #rb none #tests none Change 3137628 on 2016/09/23 by bruce.nesbit Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster #rb none #tests Compiled NU Change 3137538 on 2016/09/23 by Thomas.Sarkanen Fix crash rendering sequence with keyframed material parameters Ported Frank F's fix from Dev-Sequencer. Original CL 3136577: Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. #tests Rendered out problematic sequence successfully multiple times #rb none #jira UE-36175 - Keyframing material parameters can cause crashes when rendering #c0dereview Frank.Fella Change 3136580 on 2016/09/22 by Ben.Marsh Merging CL 3136158 to fix support for generating project files with Visual Studio Express. #rb none #tests none Change 3136574 on 2016/09/22 by Michael.Trepka Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode #rb Marcus.Wassmer #tests Tested editor build on PC Change 3136293 on 2016/09/22 by Adric.Worley Add BlueprintType to EFunctionalTestResult #tests editor #rb ben.salem #c0dereview nick.darnell Change 3136240 on 2016/09/22 by Andrew.Grant Merging from //UE4/Main @ 3135156 #rb none #tests QA pass and local golden path Change 3136197 on 2016/09/22 by Jamie.Dale Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes #rb Gareth.Martin #tests Loaded the map that was crashing Change 3135914 on 2016/09/22 by Dan.Youhon Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545) - Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up - Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E) #rb None #tests MultiPIE #R0B0MERGE: MAIN, 32.2, 32.1 Change 3135893 on 2016/09/22 by David.Ratti GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer #rb none #tests gameplaycue editor Change 3135843 on 2016/09/22 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3135756 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened #c0dereview: jason.bestimt Change 3134639 on 2016/09/21 by jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3133910 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) #R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #c0dereview: jason.bestimt Change 3134367 on 2016/09/21 by Ben.Woodhouse More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled #rb daniel.wright #tests none Change 3134176 on 2016/09/21 by Jason.Bestimt #ORION_DG - UnrealPak speed improvements Moving shelved CL to DG and submitting for DanielL #RB:none #Tests:none #c0dereview: andrew.grant, daniel.lamb Change 3134129 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT #rb none #tests Built UAT Change 3133864 on 2016/09/21 by Ben.Woodhouse Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion. Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case. #c0dereview daniel.wright #rb luke.thatcher #jira OR-29262 #tests yes Change 3133849 on 2016/09/21 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #rb Jurre.DeBaare #tests Editor tests with mambo pose asset #jira UE-36189 Change 3133546 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: marcus.wassmer Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32. #rb none #tests none [c0dereviewed] Jason.Bestimt #R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3133487 on 2016/09/20 by Michael.Noland Automation: Added Automation to the manual autocomplete list Change 3133363 on 2016/09/20 by Daniel.Lamb Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list. #rb Trivial #test Compile automation tool Change 3132956 on 2016/09/20 by Benn.Gallagher Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data #tests Editor, apex reimport #rb none Change 3132403 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3132254 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3132332 on 2016/09/20 by Andrew.Grant Replicated UE4/Main fix for missing materials pane #rb none #tests verified material pane shows Change 3132131 on 2016/09/20 by Jason.Bestimt #R0B0MERGE-AUTHOR: andrew.grant Merging automation work from //Orion/Release-32.2 to Main #rb none #tests verified functionality #R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) Change 3131698 on 2016/09/19 by Andrew.Grant Qucik fix to unblock build. Will follow up correct way tomorrow #rb none #tests blueprint compiles Change 3131489 on 2016/09/19 by Andrew.Grant Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290) #rb none #tests QA pass in Orion-Staging, Golden path post merge Change 3131350 on 2016/09/19 by Adric.Worley Fix functional test reporting typo #tests PIE #rb ben.salem Change 3130959 on 2016/09/19 by Mieszko.Zielinski Compilation fix #UE4 #rb none #test compilation Change 3130904 on 2016/09/19 by Mieszko.Zielinski Couple of generic AI perception fixes #UE4 Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call #rb Lukasz.Furman #test golden path Change 3130304 on 2016/09/19 by Jason.Bestimt #R0B0MERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 32.2 @ CL 3130115 #RB:none #Tests:none #R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/... #R0B0MERGE-BOT: ORION (Main -> Dev-General) [CL 3205566 by Andrew Grant in Main branch]
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RenderTargets.Empty();
}