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UnrealEngineUWP/Engine/Source/ThirdParty/OpenSSL/OpenSSL.Build.cs

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class OpenSSL : ModuleRules
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change 3240061 on 2016/12/19 by Ben.Marsh UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more. Change 3240175 on 2016/12/19 by Ben.Marsh UBT: Add the target name and project file location to the target rules. Change 3240490 on 2016/12/19 by Ben.Marsh UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs. Change 3240717 on 2016/12/20 by Ben.Marsh UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line. Change 3240718 on 2016/12/20 by Ben.Marsh UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT. Change 3241002 on 2016/12/20 by Ben.Marsh UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance. Change 3241027 on 2016/12/20 by Ben.Marsh Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency. Change 3241055 on 2016/12/20 by Ben.Marsh UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated. Change 3241156 on 2016/12/20 by Ben.Marsh Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using. Change 3241205 on 2016/12/20 by Ben.Marsh Replace all uses of TargetRules.TargetType with TargetType. Change 3241881 on 2016/12/21 by Ben.Marsh UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path. Change 3241895 on 2016/12/21 by Ben.Marsh UBT: Remove toolchain support for Windows XP. Change 3241908 on 2016/12/21 by Ben.Marsh UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field. Change 3242835 on 2016/12/22 by Ben.Marsh UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice. Change 3242837 on 2016/12/22 by Ben.Marsh Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds. Change 3242923 on 2016/12/22 by Ben.Marsh Build: Fixes for conforming incremental workspaces: * P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason. * Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces. Change 3242961 on 2016/12/22 by Ben.Marsh UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before. Change 3242981 on 2016/12/22 by Ben.Marsh UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT. Change 3242999 on 2016/12/22 by Ben.Marsh UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes. Change 3243022 on 2016/12/22 by Ben.Marsh UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line. Change 3243083 on 2016/12/22 by Ben.Marsh UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules. Change 3243090 on 2016/12/22 by Ben.Marsh UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work. Change 3243423 on 2016/12/23 by Ben.Marsh UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes. Change 3243516 on 2016/12/23 by Ben.Marsh UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs) Change 3244020 on 2016/12/28 by Ben.Marsh UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties. Change 3244074 on 2016/12/28 by Ben.Marsh UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary. Change 3244076 on 2016/12/28 by Ben.Marsh UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead. Change 3244083 on 2016/12/28 by Ben.Marsh UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes. Change 3244441 on 2016/12/31 by Ben.Marsh UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur. Change 3244687 on 2017/01/03 by Matthew.Griffin Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs Change 3246112 on 2017/01/04 by Ben.Marsh UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build. Change 3246223 on 2017/01/04 by Ben.Marsh UBT: Prevent version manifests being overridden if a file is not being built as part of the target. Change 3246387 on 2017/01/04 by Ben.Marsh UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it. Change 3247004 on 2017/01/04 by Ben.Marsh UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place. Change 3247250 on 2017/01/04 by Ben.Marsh UBT: Prevent precompiled binaries being added to the list of app binaries twice. Change 3247594 on 2017/01/05 by Ben.Marsh Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build. Change 3247763 on 2017/01/05 by Ben.Marsh UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them. Change 3247775 on 2017/01/05 by Ben.Marsh UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance. Change 3247811 on 2017/01/05 by Ben.Marsh EC: Add a batch file for testing postp filters. Change 3247839 on 2017/01/05 by Ben.Marsh EC: Include the name of the file being compiled when parsing MSVC errors and warnings. Change 3248101 on 2017/01/05 by Ben.Marsh UBT: Fix Android support for force included headers. Change 3248533 on 2017/01/05 by Ben.Marsh PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott) Change 3249205 on 2017/01/06 by Ben.Marsh UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present. Change 3249249 on 2017/01/06 by Ben.Marsh UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines. Change 3249486 on 2017/01/06 by Ben.Marsh UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies. Change 3249736 on 2017/01/06 by Ben.Marsh UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object. Change 3250179 on 2017/01/07 by Ben.Marsh Fix creating installed build when root directory contains a space in the name. Change 3250181 on 2017/01/07 by Ben.Marsh UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms. Change 3250223 on 2017/01/07 by Ben.Marsh UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together. Change 3250233 on 2017/01/07 by Ben.Marsh UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out. Change 3250241 on 2017/01/07 by Ben.Marsh UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules. Change 3250400 on 2017/01/08 by Ben.Marsh UBT: Move executor config settings onto the executor instances. Change 3257708 on 2017/01/13 by Ben.Marsh UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change. Change 3260535 on 2017/01/17 by Ben.Marsh Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job. Change 3260875 on 2017/01/17 by Ben.Marsh EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced. To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile. Change 3261724 on 2017/01/18 by Ben.Marsh Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job. Change 3261756 on 2017/01/18 by Ben.Marsh IncludeTool: Prevent matching a full enum declaration as a forward declaration. Change 3261932 on 2017/01/18 by Ben.Marsh EC: Add support for specifying days of the week in schedules. The following syntaxes are supported: "Monday, Tuesday and Wednesday at 10:30" "Daily except Sunday and Wednesday at 14:30" Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name. #jira UEB-729 Change 3262676 on 2017/01/18 by Ben.Marsh UBT: Split UBTMakefile into its own file. (From PR #3106) Change 3263893 on 2017/01/19 by Ben.Marsh UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc... Change 3264291 on 2017/01/19 by Ben.Marsh UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts. Change 3264534 on 2017/01/19 by Ben.Marsh UBT: Include plugin config files in generated projects. Change 3264571 on 2017/01/19 by Ben.Marsh UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files. Change 3265745 on 2017/01/20 by Ben.Marsh UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance. Change 3265777 on 2017/01/20 by Ben.Marsh UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode. Change 3268314 on 2017/01/23 by Ben.Marsh UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed. Change 3269601 on 2017/01/24 by Ben.Marsh UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled. Change 3269607 on 2017/01/24 by Ben.Marsh UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that. Change 3269608 on 2017/01/24 by Ben.Marsh UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated. Change 3271062 on 2017/01/24 by Ben.Marsh UBT: Fixes for bugs detected by PVS Studio (PR #3161) Change 3272421 on 2017/01/25 by Ben.Marsh Fix commends regarding DDC in BaseEngine.ini #jira UE-41076 Change 3272810 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272935 on 2017/01/25 by Ben.Marsh Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS. Change 3274167 on 2017/01/26 by Ben.Marsh Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables. #jira UE-36457 Change 3275557 on 2017/01/27 by Ben.Marsh Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is. Change 3275628 on 2017/01/27 by Ben.Marsh UBT: Splitting configuration files into one class per-file. Change 3276784 on 2017/01/29 by Ben.Marsh Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it. Change 3276792 on 2017/01/29 by Ben.Marsh UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT. Change 3277263 on 2017/01/30 by Ben.Marsh IncludeTool: Merging various fixes. * Fix warnings about #include directives after first code block from parsing monolithic headers. * Fix exception on startup if the intermediate directory does not already exist. * Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location. * Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare. * Remove (unused) code which makes assumptions about files ending with "Classes.h". * Add a verbose per-file output log to aid with debugging. * Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default. * Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list. * Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant. * Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first. * Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't. Change 3277307 on 2017/01/30 by Ben.Marsh UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line. [CL 3278101 by Ben Marsh in Main branch]
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public OpenSSL(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
string OpenSSL111cPath = Path.Combine(Target.UEThirdPartySourceDirectory, "OpenSSL", "1.1.1c");
string OpenSSL111kPath = Path.Combine(Target.UEThirdPartySourceDirectory, "OpenSSL", "1.1.1k");
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rb none Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
string PlatformSubdir = Target.Platform.ToString();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change 3521023 by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change 3532789 by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change 3531868 by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
string ConfigFolder = (Target.Configuration == UnrealTargetConfiguration.Debug && Target.bDebugBuildsActuallyUseDebugCRT) ? "Debug" : "Release";
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.IOS)
{
PublicIncludePaths.Add(Path.Combine(OpenSSL111kPath, "include", PlatformSubdir));
string LibPath = Path.Combine(OpenSSL111kPath, "lib", PlatformSubdir);
PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libssl.a"));
PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libcrypto.a"));
}
else if (Target.Platform == UnrealTargetPlatform.Win64)
{
string VSVersion = "VS" + Target.WindowsPlatform.GetVisualStudioCompilerVersionName();
// Add includes
PublicIncludePaths.Add(Path.Combine(OpenSSL111kPath, "include", PlatformSubdir, VSVersion));
// Add Libs
string LibPath = Path.Combine(OpenSSL111kPath, "lib", PlatformSubdir, VSVersion, ConfigFolder);
PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libssl.lib"));
PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libcrypto.lib"));
PublicSystemLibraries.Add("crypt32.lib");
}
else if (Target.Platform == UnrealTargetPlatform.HoloLens)
{
string VSVersion = "VS" + Target.WindowsPlatform.GetVisualStudioCompilerVersionName();
// Add includes
PublicIncludePaths.Add(Path.Combine(OpenSSL111kPath, "include", PlatformSubdir, VSVersion));
// Add Libs
string LibPath = Path.Combine(OpenSSL111kPath, "lib", PlatformSubdir, VSVersion, ConfigFolder);
PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libssl.lib"));
PublicAdditionalLibraries.Add(Path.Combine(LibPath, "libcrypto.lib"));
PublicSystemLibraries.Add("crypt32.lib");
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3212531) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3212485 on 2016/11/28 by Dmitry.Rekman Update libwebsockets to use -fPIC. Change 3212280 on 2016/11/28 by Guillaume.Abadie Fixes static lighting regression caused by selective outputs fix. Change 3211095 on 2016/11/28 by Ian.Fox #UE4 - Add nullptr check to cookonthefly server ini check Change 3211042 on 2016/11/28 by Bob.Tellez #UE4 Add an option to reset a particle system comp on a camera lens emitter when it is retriggered Change 3209336 on 2016/11/23 by Rob.Cannaday Fix shutdown crash trying to cancel an HTTP request after the HTTP module has been unloaded Move the cancel call to the PreUnload step #jira FORT-33515 Change 3208350 on 2016/11/22 by Jeff.Campeau Added bVirtualKeyboardDisplayOnFocus to Slate settings defaulted to true (old behavior) Always open a virtual keyboard when the facebutton bottom is pressed on an active text field Do not open a virtual keyboard on focus gained by any method other than mouse if bVirtualKeyboardDisplayOnFocus is set to false #jira FORT-30722 Change 3207430 on 2016/11/22 by James.Hopkin #fortnite Applied changes from CL#3161737 (UE4/Main) to stage and package SSL certificate bundles. Change 3207422 on 2016/11/22 by Ben.Woodhouse * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3206301 on 2016/11/21 by Ben.Woodhouse Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3206144 on 2016/11/21 by Lukasz.Furman improved path following sticking to tether bounds #jira FORT-32097 Change 3206142 on 2016/11/21 by Lukasz.Furman added post processing to navigation filters for making filter-bound paths (feedback iteration) #fortnite Change 3206053 on 2016/11/21 by Lukasz.Furman added post processing to navigation filters for making filter-bound paths #fortnite Change 3205790 on 2016/11/21 by Lukasz.Furman pass on flow field usage by EQS Change 3205764 on 2016/11/21 by Lukasz.Furman seeding AIModule's random stream from world manager, using random stream in EQS #fortnite Change 3205763 on 2016/11/21 by Lukasz.Furman added random stream to AIModule copy of CL# 3150031 Change 3205162 on 2016/11/19 by James.Hopkin Added missiing depending on SSL to Linux HTTP. Fixes CrashReportClient linker errors. Change 3205124 on 2016/11/19 by James.Hopkin Enabled websockets and Stomp for Linux Change 3205121 on 2016/11/19 by James.Hopkin From Nick Shin's Dev-Platform shelf: upgrade/rebuild of libcrypto, libcurl, libssl, libwebsockets and zlib for Linux #fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez Change 3205119 on 2016/11/19 by James.Hopkin Added OpenSSL version 1.0.2h headers for x86_64-unknown-linux-gnu #fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez Change 3204994 on 2016/11/18 by Billy.Bramer - Sort the function results that show up in the blueprint "Copy signature from:" combo box Change 3203688 on 2016/11/18 by James.Hopkin #stomp Lower-cased FName strings before encoding to prevent random case at runtime. Change 3201533 on 2016/11/16 by Mark.Satterthwaite More auto-release pool/memory-handling fixes for Metal's debug layer, which depends upon ARC: - Better handling of parallel context creation & pooling in MetalRHI. - Metal queries return the actual value so that we can use local autorelease pools to capture ARC retain/autorelease calls in the debug layer. - Similarly EndEncoding needs a local autorelease pool to handle the debug layer's ARC retain/autorelease calls. #jira FORT-32706 Change 3201077 on 2016/11/16 by Mark.Satterthwaite Trivial command-buffer fencing to avoid render-queries keeping MTLCommandBuffer's alive after they are completed, reducing total memory use. #jira FORT-32706 Change 3200269 on 2016/11/16 by John.Abercrombie Made GetPredictionData_Client_Character and GetPredictionData_Server_Character public - Removed unnecessary code duplication in FortIndicator as a result Change 3198230 on 2016/11/15 by James.Hopkin #stomp Added dedicated server support to Stomp connection manager. Also fixed heartbeats and change retry strategy to retry forever, first retry after 5 seconds, doubling up to max interval of every minute. Change 3197273 on 2016/11/14 by Mark.Satterthwaite Fix Metal related memory leaks. #jira FORT-32706 Change 3196974 on 2016/11/14 by Lukasz.Furman increased distance to focal point for path following copy of CL# 3196971 #jira FORT-32048 Change 3196885 on 2016/11/14 by John.Pollard FORT-33019 - Fix crash when updating unmapped properties on replicator that was dormant Change 3196772 on 2016/11/14 by John.Pollard Speculative fix for assert when shutting down replicators Change 3196617 on 2016/11/14 by Lukasz.Furman improved readability of EQS results in gameplay debugger's table view #fortnite Change 3195394 on 2016/11/11 by John.Pollard UE-37866 - Fix replication issue where unmapped properties wouldl fail to map if the replicator goes away due to dormancy Change 3195272 on 2016/11/11 by Bob.Tellez #Fortnite Fix warning output in UDataTable for missing row Change 3195152 on 2016/11/11 by Lukasz.Furman fixed target selection in gameplay debugger's spectator #fortnite Change 3195071 on 2016/11/11 by Lukasz.Furman pass on EQS category of gameplay debugger #fortnite Change 3194111 on 2016/11/10 by Bob.Tellez #UE4 if you have a checked out or out of date file in your rename list it is now properly skipped and reported after the rename. Change 3193547 on 2016/11/10 by Bob.Tellez #UE4 LODGroup is now AssetRegistrySearchable Change 3193545 on 2016/11/10 by Bob.Tellez #UE4 Allow setting the default LODGroup when importing a mesh Change 3193541 on 2016/11/10 by Bob.Tellez #UE4 LODGroup settings application on load. Enable this behavior by setting r.StaticMesh.UpdateMeshLODGroupSettingsAtLoad=1 Change 3192035 on 2016/11/09 by Saad.Nader #engine Updated Migration of properties to handle static arrays properly from previous check-in. Change 3191062 on 2016/11/08 by Saul.Abreu Added accessor for all items in list views. Change 3190998 on 2016/11/08 by Chris.Gagnon Partially fixes a problem with the scale bax ignore inherited scale isn't working properly. There is more to fix by adding float InScale or similar to the GetRelativeLayoutScale() call chain. This portion will be handled by the tools team. Change 3190812 on 2016/11/08 by Lukasz.Furman fixed crash on path string pulling when path corridor is empty #jira FORT-32811 Change 3190800 on 2016/11/08 by Saad.Nader #engine Fixed a case where a static array uproperty wasn't being migrated properly since it was being treated as a single value. Change 3189573 on 2016/11/07 by Bob.Tellez #UE4 Since LightComponents now respect hiddeningame, I changed ALight to default to not be hidden in game. All components in the class that should not be seen are already bHiddenInGame=true on the component. Change 3189268 on 2016/11/07 by Michael.Trepka Check is MacApplication is still valid when making a deferred call to OnApplicationActivationChanged Change 3189179 on 2016/11/07 by Michael.Trepka Don't skip Mac windowDidResize: when switching between window modes. Fixes issues with screen not resizing properly when changing from windowed to windowed fullscreen Change 3189154 on 2016/11/07 by Lukasz.Furman added unbound exploration mode to A* solver #ue4 Change 3189072 on 2016/11/07 by Saad.Nader #commonui Added ability to skip the stack of activatable panels so that global input handling can handle input for dynamically created buttons on a modal. Updated name of base button style as its name was conflicting with legacy ui base button style. Change 3188769 on 2016/11/07 by Guillaume.Abadie Fixes r.SelectiveBasePassOutput and use it in Fortnite. This CL adds a selective base pass optimization not drawing scene color when r.SelectiveBasePassOutput=1 on materials that doesn't emit color. Use r.SelectiveBasePassOutput in Fortnite and avoid computing the fog in base pass to actually avoid drawing scene color. #review-3187180 @brian.karis Change 3187864 on 2016/11/04 by Bob.Tellez #UE4 Better handling for setting return values in error cases where a function cannot be executed. Change 3187815 on 2016/11/04 by Bob.Tellez #UE4 Fix for SetLODGroup to trim LODs that are not needed. Change 3187309 on 2016/11/04 by Lukasz.Furman added projection and pathfinding to navigation graph #fortnite Change 3186304 on 2016/11/03 by Saul.Abreu Made a pass on Common UI widgets, setting their widget palette category property or overriding the relevant virtual method in order to have a consistent value across all Common UI widgets. Change 3186301 on 2016/11/03 by Saul.Abreu Exposed ability to compare Slate brushes in Blueprints. Helpful for Icon Text Button to be able to hide its icon image if the icon brush is identical to the default (which is intentionally 0-sized/draw-type none). Change 3185979 on 2016/11/03 by David.Hamm Conditional gameplay effects with required tags were considering target tags in code, rather than source tags as presented in the editor. Updating the code allows the Bearricade tag to be seen, triggering the desired slow effect. #jira FORT-32141 Change 3185534 on 2016/11/03 by Daniel.Broder Made GameplayDebuggerCategory_EQS log the description of filtered items rather than just their index (which doesn't tell much). #UE4 #NoReleaseNotes Change 3185386 on 2016/11/03 by Daniel.Broder "Actors of Class" EQS Generator now supports returning all actors matching the class rather than only actors within the radius based on a new checkbox "Generate Only Actors In Radius". For backwards compatibility, it defaults to true. #UE4 #ReleaseNoteAbove Change 3185370 on 2016/11/03 by Mark.Satterthwaite Revert the only change to Metal texture uploads made in the merge leading up to 16/09/16 and disable more recent changes to reuse texture objects in the hope that this cures FORT-30180. If not then this will need to be handled by Apple/Nvidia as we're not doing anything obviously wrong on our side. #jira FORT-30180 Change 3185249 on 2016/11/03 by Lukasz.Furman added caching for neighbor count in template A* solver #fortnite Change 3184403 on 2016/11/02 by Daniel.Broder Updated EnvQueryTest_GameplayTags to support Gameplay Tag Queries. ^^ReleaseNoteAbove Data is automatically converted to the query from the old data format. Gameplay Tag Queries give much more flexibility for how to mach the queries, since they can include entire expressions of what must match and/or not match. #UE4 #ReleaseNoteAbove Change 3184311 on 2016/11/02 by Daniel.Broder Removed unnecessary if/else that was calling identical code in both parts! (Now it just calls the code directly). Fixed spelling of ReturnValueAddress (from ReturnValueAdress). #UE #NoReleaseNotes Change 3183823 on 2016/11/02 by Mark.Satterthwaite Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3183807 on 2016/11/02 by Mark.Satterthwaite Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3183470 on 2016/11/02 by Bob.Tellez #UE4 Lights with 0 intensity are now removed from the scene Change 3183230 on 2016/11/02 by Bob.Tellez #UE4 Console history no longer keeps duplicate entries Change 3182547 on 2016/11/01 by Bob.Tellez #UE4 Fixed an old bug which was causing thumbnail scenes to have incorrect lighting. Change 3182498 on 2016/11/01 by Chris.Gagnon Added ItemIcon widget and ItemCountTextBlock widget. EpicCMSScreen derives from COmmonActivatable Panel. Added CommonUIUtils with function to get a owning userwidget or contexts. Begining of the new Topbar, and a number of supporting widgets. Change 3182497 on 2016/11/01 by Chris.Gagnon Engine: GameViewportClient now has a global toggle to turn software cursor mapping on and off. Fortnite: Added software cursor, when using the gamepad we turn on the software cursor mapping. The asset is invisible. This allows us to hide the cursor without all the baggage and undesired behavior that comes with that. Change 3181853 on 2016/11/01 by Saad.Nader #commonui Added uproperty annotations to prevent garbage collection. Updated code to cleanup internal caches to happen earlier. Change 3181782 on 2016/11/01 by Bob.Tellez #UE4 LightComponents now respect bHiddenInGame (and other visibility flags) when determining whether they should be added to the scene. Change 3181516 on 2016/11/01 by Saad.Nader #commonui Added an action handler interface that I have been wanting for awhile. Updated action widget to ignore design time changes since it relies on a common ui context instance. Cleaned up activatable panel interface and commited events on a input action registered to be handled. Our activatable handle automatically handles things for now without asking blueprint if we should. Cleanedup up miscellaneous activatable panel internals Activatable panels can now choose to expose input actions registered to that panel. Replaced activatable panel reflector with common input reflector Added a common global input handler that implements the action handler interface Updated common button and common tablist widgets appropriately to register with global input handler for appropriate actions. Buttons now have separate triggering actions vs. triggered actions. Triggering actions can only be set during creation of the button whereas triggered actions can be set anytime. Moved a lot of the boilerplate code for action button into common button to trigger and listen for actions, or register with the global input handler for triggering actions. Fixed typos in common ui types. Updated CommonUITestBed with new changes. Change 3179753 on 2016/10/31 by Lukasz.Furman replaced ensure with vlog warning in GameplayTask processing #jira FORT-32324 Change 3178028 on 2016/10/28 by Lukasz.Furman attempt to fix rare crash in crowd simulation #jira FORT-27847 Change 3177966 on 2016/10/28 by James.Hopkin Removed some redundant text/string copies and conversions in 'Find in Blueprints' Change 3176795 on 2016/10/27 by Fred.Kimberley Fixed the code path that grabs tooltip data for ability system components to respect the flag that shows buffs in the front end instead of final values. #jira FORT-30491 Change 3175818 on 2016/10/26 by Bob.Tellez #UE4 Protecting against a nullptr access in FVisibilityPropertySection::GenerateSectionLayout. More investigation is needed to determine if this should be allowed to be null. Change 3175615 on 2016/10/26 by Michael.Trepka Check if MacApplication is valid in FMacApplication::OnCursorLock() block that's called asynchronously and can be executed after MacApplication was destroyed. Fixes FORT-32075 Change 3175369 on 2016/10/26 by Saul.Abreu Refactored CreateWidget functions to share UserWidgetClass validation logic and fixed a missing early-out return statement. Change 3175233 on 2016/10/26 by Saul.Abreu #fortnite Common Button now properly handles its interactibility changing when it's toggleability has changed - previously, being selected when toggling is turned on would leave the button non-interactible and thus not practically toggleable. Change 3174285 on 2016/10/25 by Mark.Satterthwaite Fix command-buffer failures when resizing windows on Mac - we have to capture windowWillResize: events in our window delegate and then forward on a call to Slate's OnResizingWindow event handler, that internally causes rendering to flush. If we wait to do this in windowDidResize then the actual device back-buffer resource will have been reallocated and we presumably end up trying to render into garbage memory on the GPU, causing the intermittent command-buffer failures. #jira FORT-31649 Change 3173872 on 2016/10/25 by Bob.Tellez #UE4 Fixed an issue where if you have a map with actors that produce a ZeroVector bounds size, SetActorTransform complains. Change 3172828 on 2016/10/24 by Saul.Abreu Added useful contextual information to the message log errors provided when attempting to create widgets but failing. Change 3172649 on 2016/10/24 by Michael.Trepka Call setMinSize and setMaxSize in FMacApplication::OnCursorLock() on the main thread #jira FORT-30177 Change 3172568 on 2016/10/24 by Saad.Nader #commonui Exposed a flag to reflector to not show actions for an activtable panel if we don't want them exposed. Change 3172341 on 2016/10/24 by Mark.Satterthwaite Fix FORT-31526 by setting appropriate defaults for FEditorCompositingParameters when the feature isn't being used, as Metal still requires something be bound for the values. This all stems from Fortnite using GizmoMaterial somehow when whacking Llamas to reveal the cards contained within - I suspect the 'real' fix is not to use an Editor material in the game client... #jira FORT-31526 Change 3172304 on 2016/10/24 by James.Longstreet #fortnite #jira FORT-31090 Add setting to configure whether the virtual keyboard sends TextChanged or TextCommitted when complete. Add SlateSettings to project settings, for settings that need to be accessed from Slate -- the Slate module doesn't depend on Engine, so it can't access UserInterfaceSettings or InputSettings. Default to TextChanged in Fortnite. Change 3171630 on 2016/10/24 by Saul.Abreu #fortnite Added API export to Common List View. Added support to Common List View for changing selection modes. Added delegate to Common List View to support hook-ups on creation of new list item widgets. Improved Common List View handling of item widgets that are buttons - no need to handle manually hooking up the list item clicked callback to the button. Change 3171474 on 2016/10/22 by Saul.Abreu #fortnite New numeric text block. Change 3171463 on 2016/10/22 by Saad.Nader #commonui Added the common action widget which can visualize the input of an activatable panel or button. Added the common activatable panel reflector widget so we can build a bar widget which can visualize the actions an activatable panel have registered to handle. Cleaned up the input manager's handling of pushing and poping activatable panels Updated widget switcher to completely push or pop tabs on or off the stack so that the stack is clean of any items not in the current tab. Updated common ui context to expose API blueprint. Updated input action data to make better sense in common ui types Added a viewport client to redirect input for the common ui test bed. Added a completion delegate for listeners such as a button in a activatable panel reflector widget. Added test harness for activatable panel, activatable panel reflector, action widget Change 3170868 on 2016/10/21 by Jeff.Campeau AutoSDK props included earlier Change 3170663 on 2016/10/21 by Mark.Satterthwaite Further changes to finally fix the underlying cause of FORT-25473 and all future potential instances: SetStreamSource overrides the stride from the vertex declaration and MetalRHI wasn't properly considering what to do with Stride=0, which should disabling vertex attribute stepping. This also requires fixing some gotcha's in the StateCache. #jira FORT-25473 Change 3170020 on 2016/10/20 by Bob.Tellez #UE4 Render scale was off by one when setting via buckets in the editor widget. Change 3169764 on 2016/10/20 by Mark.Satterthwaite Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3169631 on 2016/10/20 by Mark.Satterthwaite Fix a potential crash due to unnecessary reinitialisation of the MetalRenderPipelineDesc mutex. Change 3169614 on 2016/10/20 by Mark.Satterthwaite Fix FORT-25473 caused by incorrect handling of vertex attributes in Metal: FParticleSpriteVertexFactory specifies the dynamic particle parameter attribute (VA 5) with a non-zero stride, which implies vertex or instance stepping - but for the P_Rocket_ColdMist_FXV effect only a single float4 is provided with the intent that this be constant for all instances. Other APIs may implicitly wrap the VA read back around but Metal does not and simply reads garbage off the end of the buffer - potentially this could even cause a GPU crash. MetalRHI now detects when the buffer bound to an attribute can't support more than one instance and if needed updates the vertex declaration to make such attributes constant. #jira FORT-25473 Change 3169163 on 2016/10/20 by Fred.Kimberley Added UIProxyActor. This is intended as a single proxy actor to replace the existing, class specific, proxy actors. Change 3168732 on 2016/10/20 by Saul.Abreu Exposed style references in UCommonTextBlock. Allows widgets to look at the styles on the CDO. Change 3168713 on 2016/10/20 by Saul.Abreu Fixed unconditional inclusion of Developer module headers (settings module) in client builds from Common UI module. Change 3168659 on 2016/10/20 by Saul.Abreu Created and exposed SetMinDesiredWidth on UTextBlock, following the example set by other setters in the class. Change 3168658 on 2016/10/20 by Saul.Abreu The Common UI plugin now has a settings object which will appear in the project settings window. It exposes setting default styles for both CommonTextBlock and CommonButton in the Game config file. Change 3167632 on 2016/10/19 by John.Pollard Fix FN replay scrubbing issues * Solution for net startup actors that need to be "rolled back" during scrubbing if they've been modified * Solution for when net startup actors should be deleted past checkpoints * Added version support to load older replays that don't save out deleted net startup actors in checkpoints Change 3166065 on 2016/10/18 by Saad.Nader #commonui renaming UCommonActivatableManager to UCommonInputManager, added ability to change input method for desktop and console. Change 3166049 on 2016/10/18 by Lukasz.Furman added navmesh exploration helpers in FortNavMesh #fortnite Change 3165085 on 2016/10/17 by Saad.Nader #blueprintcontext fixed log output for created blueprint context Change 3163115 on 2016/10/14 by James.Hopkin Prevented variable combo box clipping long type names in blueprint details panel [UE-19710] Change 3162629 on 2016/10/13 by Saul.Abreu #fortnite #jira FORT-31489 Ported Paragon's tile view widget over to the Common UI Plugin as Common Tile View. Added exemplar/test case in Common UI testbed. Change 3162624 on 2016/10/13 by Saul.Abreu Improved "Create Event" node with text showing the function signature in a friendly manner. Change 3162114 on 2016/10/13 by Guillaume.Abadie Implements r.EarlyZPassOnlyMaterialMasking. Fortnite grass/trees is using masked material. However masked materials are doing clip in early z pass and base pass, both preventing the pixel shader from using the early depth test. This CL execute material's mask opacity only in the early z pass to keep early depth test on expensive mask material's base pass pixel shader. Change 3161479 on 2016/10/13 by Saad.Nader #commonui Updated Common button to be able to handle a bound common input action by causing the button to get clicked. Updated Activatable panel to ignore input if it is not activated Added helper functions to common widget switcher for activating/deactivating the active widget if it is a activatable panel. Change 3161092 on 2016/10/13 by Saul.Abreu #fortnite Common Tab List widget now exposes access to its linked switcher as well as overridable events before and after the linked switcher is set. OnCreateNewTab can now be implemented in native code or blueprints. Buttons added as tabs in the tab list will now have their selectabilty and toggleability set as necessary. Change 3160762 on 2016/10/12 by Billy.Bramer - Make UAbilitySystemComponent::AreAbilityTagsBlocked virtual so games can provide a custom implementation Change 3160736 on 2016/10/12 by Lukasz.Furman fixed some gameplay debugger's categories not rendering correctly in simulate mode #fortnite Change 3160417 on 2016/10/12 by Mark.Satterthwaite Disable DistanceField AO & Shadowing support on Intel GPUs under Metal - there are driver bugs that prevent them from working currently. #jira FORT-31268 Change 3160314 on 2016/10/12 by Michael.Trepka Fixed incorrect rect initialization in Mac GetDisplayMetrics Change 3160309 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode copy of CL 3160014 #ue4 Change 3159892 on 2016/10/12 by John.Abercrombie Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3159630 on 2016/10/12 by Jamie.Dale Fixed an issue where async and non-async loading could result in the package being given a different name Async loading would always use the non-localized name (which is correct), but non-async loading would sometimes use the localized name (which is incorrect); now they both do the same thing. Change 3159249 on 2016/10/11 by Jonathan.Lindquist fixing a potential uv bug related to their names Change 3159145 on 2016/10/11 by Lukasz.Furman fixed behavior tree task restart conditions #ue4 Change 3158846 on 2016/10/11 by John.Pollard Add ability to override network async loading for replays Change 3158551 on 2016/10/11 by Saad.Nader #commonui remove checks for common tab list widget when set listening for input occurs. Change 3157727 on 2016/10/10 by Saul.Abreu #fortnite Common button style now has minimum width and minimum height properties and common button will use the maximum of its own and the style's minimums. Change 3157364 on 2016/10/10 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira FORT-31207 Change 3156616 on 2016/10/10 by Lukasz.Furman added more failsafes to crowd simulation crash #jira FORT-27847 Change 3155092 on 2016/10/07 by Chris.Gagnon SlateApplication - Added more control over where navigation originates from with the ENavigationSource enumeration piped in through the FReply - Added custom handling support for the navigation responce using the FCustomNavigationHandler Fortnite - Added Input Preprocessor for generating navigation events and handling the "virtual cursor" position - Added the Input mode switching support for gamepad <-> keyboard (Currently disabled) Change 3154721 on 2016/10/07 by Lukasz.Furman automation fix for AI tests with multiple spawn sets copy of CL# 3154035 #jira FORT-31106 Change 3154466 on 2016/10/07 by Saul.Abreu #fortnite Additional logging and checking to help diagnose cause of current build breakage, possibly related to blueprint context OR unrelated but coincidental and related to game data or homebase manager. Change 3154349 on 2016/10/06 by Saul.Abreu #fortnite Relocate BP context and common UI plugins to Engine (NotForLicensees). Change 3152396 on 2016/10/05 by Lukasz.Furman fixed RECAST_ASYNC_REBUILDING define being ignored by navmesh generator #ue4 Change 3152390 on 2016/10/05 by Lukasz.Furman including AgentRadius in area modifier bounds in layer's intersection test fixes modifier cuts at tile boundary #jira FORT-31051 Change 3151999 on 2016/10/05 by Lukasz.Furman added vlogs for applying and removing gameplay effects #jira FORT-30982 Change 3150947 on 2016/10/04 by Bob.Tellez #UE4 Fix to find the title.json file in the correct game folder. Change 3149775 on 2016/10/03 by Bob.Tellez #UE4 Added property editor code support for doubles. Change 3148729 on 2016/10/03 by Lukasz.Furman fixed memory corruption in DemoNetDriver #fortnite Change 3146148 on 2016/09/29 by Bob.Tellez #UE4 Fixed a case where the LastRecordedHittestIndex would remain zero, causing the widget path to get truncated and result in the mainframe window when determining if you should spawn a tooltip, causing us to try to create a tooltip outside of our tooltip presenter widget, causing a new window to be created and a crash to happen on consoles. #JIRA FORT-30378 Change 3146016 on 2016/09/29 by Daniel.Broder Added BlueprintGameplayTagLibrary function "Get All Actors of Class Matching Query". It uses TActorIterator to find only all actors derived from the specified class and then further winnows them by whether they match a GameplayTagQuery. If any actor does NOT implement IGameplayTagAssetInterface, the function will log ONCE a warning that the class in question doesn't implement the required interface to be able to check for matching tags. (NOTE: This function can be extremely expensive if there are a large number of actors of the class requested, so be cautious using it. It can be used at initialization time to find a specific subset of actors to act on (for example). #UE4 #ReleaseNote Change 3145827 on 2016/09/29 by Lukasz.Furman added sanity checks to EQS tick #jira FORT-30755 Change 3145520 on 2016/09/29 by Chad.Garyet changing notifications to require there be a type to verify the user exists #jira FORT-30754 Change 3145428 on 2016/09/29 by Bob.Tellez #UE4 Made plugin loaded log statements verbose. Change 3145229 on 2016/09/29 by Bob.Tellez #UE4 Fix for only running the first test on commandline Change 3142730 on 2016/09/27 by Bob.Tellez #UE4 Removing needless scope on a virtual function call that made it seem static and made UpdateResolutionQuality protected so it can be called from subclasses that may be procedurally determining DesiredScreenWidth and DesiredScreenHeight Change 3142632 on 2016/09/27 by Saul.Abreu #fortnite Improved data table row struct post-data-import method with more context provided through parameters. Used to fixup homebase node display names to have stable keys generated from the row name. Change 3140907 on 2016/09/26 by Bob.Tellez #UE4 Allowing movie files to be renamed to match platform requirements Change 3140399 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger #jira FORT-30439 Change 3138880 on 2016/09/23 by Fred.Kimberley Added source tag requirements to conditional gameplay effects. #jira FORT-29772 Change 3138262 on 2016/09/23 by Chad.Garyet Integrating codesign fix into Fortnite/Main Change 3137164 on 2016/09/22 by Mark.Satterthwaite Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3136720 on 2016/09/22 by Rob.Cannaday Fix crash in FCurlHttpRequest::DebugCallback + Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination). #jira OGS-428 Change 3136391 on 2016/09/22 by Lukasz.Furman fixed crowd path section switch rejecting navlinks at end of path #jira FORT-30400, FORT-30402 Change 3136295 on 2016/09/22 by Lukasz.Furman fixed navlinks not connecting to navmesh correctly in "snap to cheapest area" mode, adjusted scoring in navmesh projection - findNearestPoly2D #jira FORT-30358 Change 3136033 on 2016/09/22 by Mark.Satterthwaite To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3135237 on 2016/09/21 by Mark.Satterthwaite Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3135177 on 2016/09/21 by Rob.Cannaday Demote "Missing party state during exit" log from warning to display, as order of operations cause this to always be triggered when voluntarily leaving a party #jira FORT-22575 Change 3135176 on 2016/09/21 by Rob.Cannaday When returning to front-end, re-evaluate pending party joins that were in the waiting for beacon reservation state. #jira FORT-27737 Change 3135174 on 2016/09/21 by Mark.Satterthwaite - Copy MetalRHI & MetalShaderFormat from Dev-Rendering CL #3132772 Provides significant performance improvements on CPU due to improved vertex declaration handling & much reduced GPU heap fragmentation + more stats. Definitely fixes: #jira FORT-29430 Change 3135169 on 2016/09/21 by Mark.Satterthwaite Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3135157 on 2016/09/21 by Mark.Satterthwaite Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3135136 on 2016/09/21 by Bob.Tellez #UE4 Added GetPackageDependenciesForManifestGenerator delegate for games to be able to determine package dependencies however they deem fit. Change 3135132 on 2016/09/21 by Bob.Tellez #UE4 Better final cook platform path creation. WindowsClient was incorrectly forming a path to WindowsNoEditor when looking for chunk manifests Change 3134313 on 2016/09/21 by Lukasz.Furman attempt to fix crash in navmesh generation #jira FORT-30340 Change 3134091 on 2016/09/21 by Rob.Cannaday Fix crash in lib curl debug callback because the string parameter provided by libcurl is not null terminated #jira OGS-428 Change 3133949 on 2016/09/21 by Lukasz.Furman crowd agents will use shorter path corridor when one of two last polys are navlink (corridor part switch happens with 2 or less polys left, we don't want to switch while on navlink) #jira FORT-29880 Change 3133219 on 2016/09/20 by Lukasz.Furman fixed broken navlink's "snap to cheapest area" mode #fortnite Change 3133087 on 2016/09/20 by Saul.Abreu Updated comments on FARFilter to more explicitly express interactions between class filtering settings. Change 3132990 on 2016/09/20 by Saul.Abreu #fortnite Overhaul of asset crawling localizable text gathering commandlet. Added feature for filtering processed assets based on membership in a collection. Change 3132627 on 2016/09/20 by Bob.Tellez #Fortnite Added XLoc language ID for for zh-CN Change 3132616 on 2016/09/20 by Lukasz.Furman added tolerance to navmesh project point 2D query added overrides for accessing projection with tolerance during navwalking height checks, should be replaced with navdata flags later on #jira FORT-29474 Change 3130819 on 2016/09/19 by Ben.Marsh UBT: Read additional configuration settings for BuildConfiguration and UEBuildConfiguration from the engine config settings. Allows setting project-specific config values. Change 3130639 on 2016/09/19 by Lukasz.Furman pass on crowd simulation - husks should move faster through funnels now - husks can clip each other a bit more often :( #fortnite Change 3130625 on 2016/09/19 by Bob.Tellez #UE4 Added an ensure to further track down invalid usage of playerinput #JIRA FORT-30183 Change 3128884 on 2016/09/16 by Ben.Salem Repair nightly FTest runs. FTests are now namespaced differently as of new main merge, and had to uncomment a load-bearing wait that exists to enable the way we run our nightlies (nullrhi w/ execcmds) to start the test properly. Change 3128874 on 2016/09/16 by Daniel.Lamb Testing to see if memory changes have injured fortnite cook times. Change 3127175 on 2016/09/15 by John.Abercrombie GameplayCueInterface's TagToFunctionMap is now keyed by FObjectKey of a UClass, rather than using the UClass as the key - Since UClass-es can be unloaded at run-time, and then loaded again later in a different spot in memory, this is a better solution Clear out the TagToFunctionMap whenever we cleanup a world Move the TagToFunctionMap into a namespace #jira FORT-29194 - Crash during Fight the Storm Defense Change 3126840 on 2016/09/15 by Bob.Tellez #UE4 Added a hack to aid in the conversion from the "USA" and "Poland" region names to "NA" and "EU" Change 3125944 on 2016/09/14 by Billy.Bramer - Fix for FJsonObjectWrapper incorrectly exporting to JSON in a string representation instead of an object representation now that it has an implementation of export text Change 3125764 on 2016/09/14 by Saul.Abreu Change to enum and struct registration so that their packages are all created before either set gets to run their registration logic. Change 3125719 on 2016/09/14 by Bob.Tellez #UE4 Windows in nullrhi do not have OS handles and not initializing you parent window causes a crash when you start PIE (needed for headless automation testing) Change 3125504 on 2016/09/14 by jonathan.lindquist adding a comment to the exclude wpo offsets input Change 3124203 on 2016/09/13 by Bob.Tellez Temporarily removing IOS.Automation.csproj dependency on MobileDeviceInterface since it is causing warnings in UGS right now. Change 3124192 on 2016/09/13 by Tim.Tillotson Fix bad format string in FLinkerLoad::VerifyImport Warning: [2016.09.13-18.49.05:928][927]LogText:Warning: Failed to parse argument "ImportClass" as a number (using "0" as a fallback). Please check your format string for errors: ": Failed import for {ImportClass}". Change 3124083 on 2016/09/13 by Bob.Tellez #UE4 Re-disabling EQFilter for all machines. This is a temporary solution until a more efficient method is found that does not cause machines to lag. Change 3123783 on 2016/09/13 by Jonathan.Lindquist Subtacting 1 from the VAT tools output texture file name uv number to match unreals 0-based system. Change 3122223 on 2016/09/12 by Jonathan.Lindquist Adding optional uv controls for the texture based animations Change 3122220 on 2016/09/12 by jonathan.lindquist adding an optional uv input for the Vertex animation toolset Change 3122070 on 2016/09/12 by John.Abercrombie Added nav links to corner walls, rather than depending on a nav area to traverse the low edge of the corner Made crowd folowing component use the velocity while traversing a link, except if we're falling AIs will not update their paths while following a nav link Lowered the step height of all AIs from 90 to 72 #jira FORT-29786 - Husks can move over the balcony wall on floor structures. Change 3121098 on 2016/09/12 by Chris.Wood Increased Linux timeout when waiting for CRC to complete. [UE-30259] - Some server crashes are missing from crashreporter database #jira UE-30259 Change 3120694 on 2016/09/12 by Saul.Abreu #fortnite Refactored CMS reader to support URLs with protocols (http, https, and file). URIs (URL sans protocol) will no longer work, but we can add in smart fallback logic later, as this is only in Fortnite currently and the only CMS data available currently is via local file. Console command will handle URLs using double quotes, since the colon trips up existing console command parsing logic (it seems). Change 3120686 on 2016/09/11 by Saul.Abreu #fortnite Deleting erroneous config files in EpicCMS plugin. Change 3120659 on 2016/09/11 by Saul.Abreu Added support to widget carousel for getting a callback when the active widget changes. (Not sure who the original author was, but the oldest tracked revision codereview'd Justin Sargent.) Change 3120658 on 2016/09/11 by Saul.Abreu Fixed UMG grid panel to properly set the padding on the slots it creates. Change 3118466 on 2016/09/08 by Bob.Tellez #UE4 There is now an option to exclude all UMG widgets and slots from dedicated server builds. Set bLoadWidgetsOnDedicatedServer=false for this behavior Change 3118149 on 2016/09/08 by Bob.Tellez #UE4 Dont cook non-native CDO references that are excluded for your target Change 3117604 on 2016/09/08 by John.Abercrombie FortGameModeFTesting no longer spawns a pawn Added automated test setting to FortGameMode so we can avoid waiting for a pawn before removing the loading screen Made the FunctionalTest set the view target to the Observation Point if we don't have a pawn, note that this only works on Player Controllers that aren't Debug Camera Controllers so we don't annoy any user who's moving around Change 3116964 on 2016/09/07 by Bob.Tellez #Fortnite We are now building crashreportclient for linux instead of using the stale binary in P4 Change 3116284 on 2016/09/07 by Tim.Tillotson #fortnite Add support for quest objectives that track player ability activation. As part of this also: +Added a bWasCancelled parameter to GameplayAbility::EndAbility. This allows us to determine if an ability was ended prematurely. +Added a OnAbilitySucceeded delegate for determining when an ability was successfully ended. Some additional improvements thanks to code review feedback from Fred.Kimberley. After discussing with Matt Hancy we decided to keep the OnAbilityCompleted delegate for now. We may be able to deprecate and remove it in the future if we rewrite all the existing abilities that use it. Change 3116039 on 2016/09/07 by John.Abercrombie Fix crash when you change the blueprint of a class referenced by a gameplay cue between PIE runs [CL 3215544 by Bob Tellez in Main branch]
2016-11-30 14:12:57 -05:00
{
string platform = "/Unix/" + Target.Architecture;
string IncludePath = OpenSSL111cPath + "/include" + platform;
string LibraryPath = OpenSSL111cPath + "/lib" + platform;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3212531) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3212485 on 2016/11/28 by Dmitry.Rekman Update libwebsockets to use -fPIC. Change 3212280 on 2016/11/28 by Guillaume.Abadie Fixes static lighting regression caused by selective outputs fix. Change 3211095 on 2016/11/28 by Ian.Fox #UE4 - Add nullptr check to cookonthefly server ini check Change 3211042 on 2016/11/28 by Bob.Tellez #UE4 Add an option to reset a particle system comp on a camera lens emitter when it is retriggered Change 3209336 on 2016/11/23 by Rob.Cannaday Fix shutdown crash trying to cancel an HTTP request after the HTTP module has been unloaded Move the cancel call to the PreUnload step #jira FORT-33515 Change 3208350 on 2016/11/22 by Jeff.Campeau Added bVirtualKeyboardDisplayOnFocus to Slate settings defaulted to true (old behavior) Always open a virtual keyboard when the facebutton bottom is pressed on an active text field Do not open a virtual keyboard on focus gained by any method other than mouse if bVirtualKeyboardDisplayOnFocus is set to false #jira FORT-30722 Change 3207430 on 2016/11/22 by James.Hopkin #fortnite Applied changes from CL#3161737 (UE4/Main) to stage and package SSL certificate bundles. Change 3207422 on 2016/11/22 by Ben.Woodhouse * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3206301 on 2016/11/21 by Ben.Woodhouse Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3206144 on 2016/11/21 by Lukasz.Furman improved path following sticking to tether bounds #jira FORT-32097 Change 3206142 on 2016/11/21 by Lukasz.Furman added post processing to navigation filters for making filter-bound paths (feedback iteration) #fortnite Change 3206053 on 2016/11/21 by Lukasz.Furman added post processing to navigation filters for making filter-bound paths #fortnite Change 3205790 on 2016/11/21 by Lukasz.Furman pass on flow field usage by EQS Change 3205764 on 2016/11/21 by Lukasz.Furman seeding AIModule's random stream from world manager, using random stream in EQS #fortnite Change 3205763 on 2016/11/21 by Lukasz.Furman added random stream to AIModule copy of CL# 3150031 Change 3205162 on 2016/11/19 by James.Hopkin Added missiing depending on SSL to Linux HTTP. Fixes CrashReportClient linker errors. Change 3205124 on 2016/11/19 by James.Hopkin Enabled websockets and Stomp for Linux Change 3205121 on 2016/11/19 by James.Hopkin From Nick Shin's Dev-Platform shelf: upgrade/rebuild of libcrypto, libcurl, libssl, libwebsockets and zlib for Linux #fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez Change 3205119 on 2016/11/19 by James.Hopkin Added OpenSSL version 1.0.2h headers for x86_64-unknown-linux-gnu #fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez Change 3204994 on 2016/11/18 by Billy.Bramer - Sort the function results that show up in the blueprint "Copy signature from:" combo box Change 3203688 on 2016/11/18 by James.Hopkin #stomp Lower-cased FName strings before encoding to prevent random case at runtime. Change 3201533 on 2016/11/16 by Mark.Satterthwaite More auto-release pool/memory-handling fixes for Metal's debug layer, which depends upon ARC: - Better handling of parallel context creation & pooling in MetalRHI. - Metal queries return the actual value so that we can use local autorelease pools to capture ARC retain/autorelease calls in the debug layer. - Similarly EndEncoding needs a local autorelease pool to handle the debug layer's ARC retain/autorelease calls. #jira FORT-32706 Change 3201077 on 2016/11/16 by Mark.Satterthwaite Trivial command-buffer fencing to avoid render-queries keeping MTLCommandBuffer's alive after they are completed, reducing total memory use. #jira FORT-32706 Change 3200269 on 2016/11/16 by John.Abercrombie Made GetPredictionData_Client_Character and GetPredictionData_Server_Character public - Removed unnecessary code duplication in FortIndicator as a result Change 3198230 on 2016/11/15 by James.Hopkin #stomp Added dedicated server support to Stomp connection manager. Also fixed heartbeats and change retry strategy to retry forever, first retry after 5 seconds, doubling up to max interval of every minute. Change 3197273 on 2016/11/14 by Mark.Satterthwaite Fix Metal related memory leaks. #jira FORT-32706 Change 3196974 on 2016/11/14 by Lukasz.Furman increased distance to focal point for path following copy of CL# 3196971 #jira FORT-32048 Change 3196885 on 2016/11/14 by John.Pollard FORT-33019 - Fix crash when updating unmapped properties on replicator that was dormant Change 3196772 on 2016/11/14 by John.Pollard Speculative fix for assert when shutting down replicators Change 3196617 on 2016/11/14 by Lukasz.Furman improved readability of EQS results in gameplay debugger's table view #fortnite Change 3195394 on 2016/11/11 by John.Pollard UE-37866 - Fix replication issue where unmapped properties wouldl fail to map if the replicator goes away due to dormancy Change 3195272 on 2016/11/11 by Bob.Tellez #Fortnite Fix warning output in UDataTable for missing row Change 3195152 on 2016/11/11 by Lukasz.Furman fixed target selection in gameplay debugger's spectator #fortnite Change 3195071 on 2016/11/11 by Lukasz.Furman pass on EQS category of gameplay debugger #fortnite Change 3194111 on 2016/11/10 by Bob.Tellez #UE4 if you have a checked out or out of date file in your rename list it is now properly skipped and reported after the rename. Change 3193547 on 2016/11/10 by Bob.Tellez #UE4 LODGroup is now AssetRegistrySearchable Change 3193545 on 2016/11/10 by Bob.Tellez #UE4 Allow setting the default LODGroup when importing a mesh Change 3193541 on 2016/11/10 by Bob.Tellez #UE4 LODGroup settings application on load. Enable this behavior by setting r.StaticMesh.UpdateMeshLODGroupSettingsAtLoad=1 Change 3192035 on 2016/11/09 by Saad.Nader #engine Updated Migration of properties to handle static arrays properly from previous check-in. Change 3191062 on 2016/11/08 by Saul.Abreu Added accessor for all items in list views. Change 3190998 on 2016/11/08 by Chris.Gagnon Partially fixes a problem with the scale bax ignore inherited scale isn't working properly. There is more to fix by adding float InScale or similar to the GetRelativeLayoutScale() call chain. This portion will be handled by the tools team. Change 3190812 on 2016/11/08 by Lukasz.Furman fixed crash on path string pulling when path corridor is empty #jira FORT-32811 Change 3190800 on 2016/11/08 by Saad.Nader #engine Fixed a case where a static array uproperty wasn't being migrated properly since it was being treated as a single value. Change 3189573 on 2016/11/07 by Bob.Tellez #UE4 Since LightComponents now respect hiddeningame, I changed ALight to default to not be hidden in game. All components in the class that should not be seen are already bHiddenInGame=true on the component. Change 3189268 on 2016/11/07 by Michael.Trepka Check is MacApplication is still valid when making a deferred call to OnApplicationActivationChanged Change 3189179 on 2016/11/07 by Michael.Trepka Don't skip Mac windowDidResize: when switching between window modes. Fixes issues with screen not resizing properly when changing from windowed to windowed fullscreen Change 3189154 on 2016/11/07 by Lukasz.Furman added unbound exploration mode to A* solver #ue4 Change 3189072 on 2016/11/07 by Saad.Nader #commonui Added ability to skip the stack of activatable panels so that global input handling can handle input for dynamically created buttons on a modal. Updated name of base button style as its name was conflicting with legacy ui base button style. Change 3188769 on 2016/11/07 by Guillaume.Abadie Fixes r.SelectiveBasePassOutput and use it in Fortnite. This CL adds a selective base pass optimization not drawing scene color when r.SelectiveBasePassOutput=1 on materials that doesn't emit color. Use r.SelectiveBasePassOutput in Fortnite and avoid computing the fog in base pass to actually avoid drawing scene color. #review-3187180 @brian.karis Change 3187864 on 2016/11/04 by Bob.Tellez #UE4 Better handling for setting return values in error cases where a function cannot be executed. Change 3187815 on 2016/11/04 by Bob.Tellez #UE4 Fix for SetLODGroup to trim LODs that are not needed. Change 3187309 on 2016/11/04 by Lukasz.Furman added projection and pathfinding to navigation graph #fortnite Change 3186304 on 2016/11/03 by Saul.Abreu Made a pass on Common UI widgets, setting their widget palette category property or overriding the relevant virtual method in order to have a consistent value across all Common UI widgets. Change 3186301 on 2016/11/03 by Saul.Abreu Exposed ability to compare Slate brushes in Blueprints. Helpful for Icon Text Button to be able to hide its icon image if the icon brush is identical to the default (which is intentionally 0-sized/draw-type none). Change 3185979 on 2016/11/03 by David.Hamm Conditional gameplay effects with required tags were considering target tags in code, rather than source tags as presented in the editor. Updating the code allows the Bearricade tag to be seen, triggering the desired slow effect. #jira FORT-32141 Change 3185534 on 2016/11/03 by Daniel.Broder Made GameplayDebuggerCategory_EQS log the description of filtered items rather than just their index (which doesn't tell much). #UE4 #NoReleaseNotes Change 3185386 on 2016/11/03 by Daniel.Broder "Actors of Class" EQS Generator now supports returning all actors matching the class rather than only actors within the radius based on a new checkbox "Generate Only Actors In Radius". For backwards compatibility, it defaults to true. #UE4 #ReleaseNoteAbove Change 3185370 on 2016/11/03 by Mark.Satterthwaite Revert the only change to Metal texture uploads made in the merge leading up to 16/09/16 and disable more recent changes to reuse texture objects in the hope that this cures FORT-30180. If not then this will need to be handled by Apple/Nvidia as we're not doing anything obviously wrong on our side. #jira FORT-30180 Change 3185249 on 2016/11/03 by Lukasz.Furman added caching for neighbor count in template A* solver #fortnite Change 3184403 on 2016/11/02 by Daniel.Broder Updated EnvQueryTest_GameplayTags to support Gameplay Tag Queries. ^^ReleaseNoteAbove Data is automatically converted to the query from the old data format. Gameplay Tag Queries give much more flexibility for how to mach the queries, since they can include entire expressions of what must match and/or not match. #UE4 #ReleaseNoteAbove Change 3184311 on 2016/11/02 by Daniel.Broder Removed unnecessary if/else that was calling identical code in both parts! (Now it just calls the code directly). Fixed spelling of ReturnValueAddress (from ReturnValueAdress). #UE #NoReleaseNotes Change 3183823 on 2016/11/02 by Mark.Satterthwaite Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3183807 on 2016/11/02 by Mark.Satterthwaite Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3183470 on 2016/11/02 by Bob.Tellez #UE4 Lights with 0 intensity are now removed from the scene Change 3183230 on 2016/11/02 by Bob.Tellez #UE4 Console history no longer keeps duplicate entries Change 3182547 on 2016/11/01 by Bob.Tellez #UE4 Fixed an old bug which was causing thumbnail scenes to have incorrect lighting. Change 3182498 on 2016/11/01 by Chris.Gagnon Added ItemIcon widget and ItemCountTextBlock widget. EpicCMSScreen derives from COmmonActivatable Panel. Added CommonUIUtils with function to get a owning userwidget or contexts. Begining of the new Topbar, and a number of supporting widgets. Change 3182497 on 2016/11/01 by Chris.Gagnon Engine: GameViewportClient now has a global toggle to turn software cursor mapping on and off. Fortnite: Added software cursor, when using the gamepad we turn on the software cursor mapping. The asset is invisible. This allows us to hide the cursor without all the baggage and undesired behavior that comes with that. Change 3181853 on 2016/11/01 by Saad.Nader #commonui Added uproperty annotations to prevent garbage collection. Updated code to cleanup internal caches to happen earlier. Change 3181782 on 2016/11/01 by Bob.Tellez #UE4 LightComponents now respect bHiddenInGame (and other visibility flags) when determining whether they should be added to the scene. Change 3181516 on 2016/11/01 by Saad.Nader #commonui Added an action handler interface that I have been wanting for awhile. Updated action widget to ignore design time changes since it relies on a common ui context instance. Cleaned up activatable panel interface and commited events on a input action registered to be handled. Our activatable handle automatically handles things for now without asking blueprint if we should. Cleanedup up miscellaneous activatable panel internals Activatable panels can now choose to expose input actions registered to that panel. Replaced activatable panel reflector with common input reflector Added a common global input handler that implements the action handler interface Updated common button and common tablist widgets appropriately to register with global input handler for appropriate actions. Buttons now have separate triggering actions vs. triggered actions. Triggering actions can only be set during creation of the button whereas triggered actions can be set anytime. Moved a lot of the boilerplate code for action button into common button to trigger and listen for actions, or register with the global input handler for triggering actions. Fixed typos in common ui types. Updated CommonUITestBed with new changes. Change 3179753 on 2016/10/31 by Lukasz.Furman replaced ensure with vlog warning in GameplayTask processing #jira FORT-32324 Change 3178028 on 2016/10/28 by Lukasz.Furman attempt to fix rare crash in crowd simulation #jira FORT-27847 Change 3177966 on 2016/10/28 by James.Hopkin Removed some redundant text/string copies and conversions in 'Find in Blueprints' Change 3176795 on 2016/10/27 by Fred.Kimberley Fixed the code path that grabs tooltip data for ability system components to respect the flag that shows buffs in the front end instead of final values. #jira FORT-30491 Change 3175818 on 2016/10/26 by Bob.Tellez #UE4 Protecting against a nullptr access in FVisibilityPropertySection::GenerateSectionLayout. More investigation is needed to determine if this should be allowed to be null. Change 3175615 on 2016/10/26 by Michael.Trepka Check if MacApplication is valid in FMacApplication::OnCursorLock() block that's called asynchronously and can be executed after MacApplication was destroyed. Fixes FORT-32075 Change 3175369 on 2016/10/26 by Saul.Abreu Refactored CreateWidget functions to share UserWidgetClass validation logic and fixed a missing early-out return statement. Change 3175233 on 2016/10/26 by Saul.Abreu #fortnite Common Button now properly handles its interactibility changing when it's toggleability has changed - previously, being selected when toggling is turned on would leave the button non-interactible and thus not practically toggleable. Change 3174285 on 2016/10/25 by Mark.Satterthwaite Fix command-buffer failures when resizing windows on Mac - we have to capture windowWillResize: events in our window delegate and then forward on a call to Slate's OnResizingWindow event handler, that internally causes rendering to flush. If we wait to do this in windowDidResize then the actual device back-buffer resource will have been reallocated and we presumably end up trying to render into garbage memory on the GPU, causing the intermittent command-buffer failures. #jira FORT-31649 Change 3173872 on 2016/10/25 by Bob.Tellez #UE4 Fixed an issue where if you have a map with actors that produce a ZeroVector bounds size, SetActorTransform complains. Change 3172828 on 2016/10/24 by Saul.Abreu Added useful contextual information to the message log errors provided when attempting to create widgets but failing. Change 3172649 on 2016/10/24 by Michael.Trepka Call setMinSize and setMaxSize in FMacApplication::OnCursorLock() on the main thread #jira FORT-30177 Change 3172568 on 2016/10/24 by Saad.Nader #commonui Exposed a flag to reflector to not show actions for an activtable panel if we don't want them exposed. Change 3172341 on 2016/10/24 by Mark.Satterthwaite Fix FORT-31526 by setting appropriate defaults for FEditorCompositingParameters when the feature isn't being used, as Metal still requires something be bound for the values. This all stems from Fortnite using GizmoMaterial somehow when whacking Llamas to reveal the cards contained within - I suspect the 'real' fix is not to use an Editor material in the game client... #jira FORT-31526 Change 3172304 on 2016/10/24 by James.Longstreet #fortnite #jira FORT-31090 Add setting to configure whether the virtual keyboard sends TextChanged or TextCommitted when complete. Add SlateSettings to project settings, for settings that need to be accessed from Slate -- the Slate module doesn't depend on Engine, so it can't access UserInterfaceSettings or InputSettings. Default to TextChanged in Fortnite. Change 3171630 on 2016/10/24 by Saul.Abreu #fortnite Added API export to Common List View. Added support to Common List View for changing selection modes. Added delegate to Common List View to support hook-ups on creation of new list item widgets. Improved Common List View handling of item widgets that are buttons - no need to handle manually hooking up the list item clicked callback to the button. Change 3171474 on 2016/10/22 by Saul.Abreu #fortnite New numeric text block. Change 3171463 on 2016/10/22 by Saad.Nader #commonui Added the common action widget which can visualize the input of an activatable panel or button. Added the common activatable panel reflector widget so we can build a bar widget which can visualize the actions an activatable panel have registered to handle. Cleaned up the input manager's handling of pushing and poping activatable panels Updated widget switcher to completely push or pop tabs on or off the stack so that the stack is clean of any items not in the current tab. Updated common ui context to expose API blueprint. Updated input action data to make better sense in common ui types Added a viewport client to redirect input for the common ui test bed. Added a completion delegate for listeners such as a button in a activatable panel reflector widget. Added test harness for activatable panel, activatable panel reflector, action widget Change 3170868 on 2016/10/21 by Jeff.Campeau AutoSDK props included earlier Change 3170663 on 2016/10/21 by Mark.Satterthwaite Further changes to finally fix the underlying cause of FORT-25473 and all future potential instances: SetStreamSource overrides the stride from the vertex declaration and MetalRHI wasn't properly considering what to do with Stride=0, which should disabling vertex attribute stepping. This also requires fixing some gotcha's in the StateCache. #jira FORT-25473 Change 3170020 on 2016/10/20 by Bob.Tellez #UE4 Render scale was off by one when setting via buckets in the editor widget. Change 3169764 on 2016/10/20 by Mark.Satterthwaite Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3169631 on 2016/10/20 by Mark.Satterthwaite Fix a potential crash due to unnecessary reinitialisation of the MetalRenderPipelineDesc mutex. Change 3169614 on 2016/10/20 by Mark.Satterthwaite Fix FORT-25473 caused by incorrect handling of vertex attributes in Metal: FParticleSpriteVertexFactory specifies the dynamic particle parameter attribute (VA 5) with a non-zero stride, which implies vertex or instance stepping - but for the P_Rocket_ColdMist_FXV effect only a single float4 is provided with the intent that this be constant for all instances. Other APIs may implicitly wrap the VA read back around but Metal does not and simply reads garbage off the end of the buffer - potentially this could even cause a GPU crash. MetalRHI now detects when the buffer bound to an attribute can't support more than one instance and if needed updates the vertex declaration to make such attributes constant. #jira FORT-25473 Change 3169163 on 2016/10/20 by Fred.Kimberley Added UIProxyActor. This is intended as a single proxy actor to replace the existing, class specific, proxy actors. Change 3168732 on 2016/10/20 by Saul.Abreu Exposed style references in UCommonTextBlock. Allows widgets to look at the styles on the CDO. Change 3168713 on 2016/10/20 by Saul.Abreu Fixed unconditional inclusion of Developer module headers (settings module) in client builds from Common UI module. Change 3168659 on 2016/10/20 by Saul.Abreu Created and exposed SetMinDesiredWidth on UTextBlock, following the example set by other setters in the class. Change 3168658 on 2016/10/20 by Saul.Abreu The Common UI plugin now has a settings object which will appear in the project settings window. It exposes setting default styles for both CommonTextBlock and CommonButton in the Game config file. Change 3167632 on 2016/10/19 by John.Pollard Fix FN replay scrubbing issues * Solution for net startup actors that need to be "rolled back" during scrubbing if they've been modified * Solution for when net startup actors should be deleted past checkpoints * Added version support to load older replays that don't save out deleted net startup actors in checkpoints Change 3166065 on 2016/10/18 by Saad.Nader #commonui renaming UCommonActivatableManager to UCommonInputManager, added ability to change input method for desktop and console. Change 3166049 on 2016/10/18 by Lukasz.Furman added navmesh exploration helpers in FortNavMesh #fortnite Change 3165085 on 2016/10/17 by Saad.Nader #blueprintcontext fixed log output for created blueprint context Change 3163115 on 2016/10/14 by James.Hopkin Prevented variable combo box clipping long type names in blueprint details panel [UE-19710] Change 3162629 on 2016/10/13 by Saul.Abreu #fortnite #jira FORT-31489 Ported Paragon's tile view widget over to the Common UI Plugin as Common Tile View. Added exemplar/test case in Common UI testbed. Change 3162624 on 2016/10/13 by Saul.Abreu Improved "Create Event" node with text showing the function signature in a friendly manner. Change 3162114 on 2016/10/13 by Guillaume.Abadie Implements r.EarlyZPassOnlyMaterialMasking. Fortnite grass/trees is using masked material. However masked materials are doing clip in early z pass and base pass, both preventing the pixel shader from using the early depth test. This CL execute material's mask opacity only in the early z pass to keep early depth test on expensive mask material's base pass pixel shader. Change 3161479 on 2016/10/13 by Saad.Nader #commonui Updated Common button to be able to handle a bound common input action by causing the button to get clicked. Updated Activatable panel to ignore input if it is not activated Added helper functions to common widget switcher for activating/deactivating the active widget if it is a activatable panel. Change 3161092 on 2016/10/13 by Saul.Abreu #fortnite Common Tab List widget now exposes access to its linked switcher as well as overridable events before and after the linked switcher is set. OnCreateNewTab can now be implemented in native code or blueprints. Buttons added as tabs in the tab list will now have their selectabilty and toggleability set as necessary. Change 3160762 on 2016/10/12 by Billy.Bramer - Make UAbilitySystemComponent::AreAbilityTagsBlocked virtual so games can provide a custom implementation Change 3160736 on 2016/10/12 by Lukasz.Furman fixed some gameplay debugger's categories not rendering correctly in simulate mode #fortnite Change 3160417 on 2016/10/12 by Mark.Satterthwaite Disable DistanceField AO & Shadowing support on Intel GPUs under Metal - there are driver bugs that prevent them from working currently. #jira FORT-31268 Change 3160314 on 2016/10/12 by Michael.Trepka Fixed incorrect rect initialization in Mac GetDisplayMetrics Change 3160309 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode copy of CL 3160014 #ue4 Change 3159892 on 2016/10/12 by John.Abercrombie Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3159630 on 2016/10/12 by Jamie.Dale Fixed an issue where async and non-async loading could result in the package being given a different name Async loading would always use the non-localized name (which is correct), but non-async loading would sometimes use the localized name (which is incorrect); now they both do the same thing. Change 3159249 on 2016/10/11 by Jonathan.Lindquist fixing a potential uv bug related to their names Change 3159145 on 2016/10/11 by Lukasz.Furman fixed behavior tree task restart conditions #ue4 Change 3158846 on 2016/10/11 by John.Pollard Add ability to override network async loading for replays Change 3158551 on 2016/10/11 by Saad.Nader #commonui remove checks for common tab list widget when set listening for input occurs. Change 3157727 on 2016/10/10 by Saul.Abreu #fortnite Common button style now has minimum width and minimum height properties and common button will use the maximum of its own and the style's minimums. Change 3157364 on 2016/10/10 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira FORT-31207 Change 3156616 on 2016/10/10 by Lukasz.Furman added more failsafes to crowd simulation crash #jira FORT-27847 Change 3155092 on 2016/10/07 by Chris.Gagnon SlateApplication - Added more control over where navigation originates from with the ENavigationSource enumeration piped in through the FReply - Added custom handling support for the navigation responce using the FCustomNavigationHandler Fortnite - Added Input Preprocessor for generating navigation events and handling the "virtual cursor" position - Added the Input mode switching support for gamepad <-> keyboard (Currently disabled) Change 3154721 on 2016/10/07 by Lukasz.Furman automation fix for AI tests with multiple spawn sets copy of CL# 3154035 #jira FORT-31106 Change 3154466 on 2016/10/07 by Saul.Abreu #fortnite Additional logging and checking to help diagnose cause of current build breakage, possibly related to blueprint context OR unrelated but coincidental and related to game data or homebase manager. Change 3154349 on 2016/10/06 by Saul.Abreu #fortnite Relocate BP context and common UI plugins to Engine (NotForLicensees). Change 3152396 on 2016/10/05 by Lukasz.Furman fixed RECAST_ASYNC_REBUILDING define being ignored by navmesh generator #ue4 Change 3152390 on 2016/10/05 by Lukasz.Furman including AgentRadius in area modifier bounds in layer's intersection test fixes modifier cuts at tile boundary #jira FORT-31051 Change 3151999 on 2016/10/05 by Lukasz.Furman added vlogs for applying and removing gameplay effects #jira FORT-30982 Change 3150947 on 2016/10/04 by Bob.Tellez #UE4 Fix to find the title.json file in the correct game folder. Change 3149775 on 2016/10/03 by Bob.Tellez #UE4 Added property editor code support for doubles. Change 3148729 on 2016/10/03 by Lukasz.Furman fixed memory corruption in DemoNetDriver #fortnite Change 3146148 on 2016/09/29 by Bob.Tellez #UE4 Fixed a case where the LastRecordedHittestIndex would remain zero, causing the widget path to get truncated and result in the mainframe window when determining if you should spawn a tooltip, causing us to try to create a tooltip outside of our tooltip presenter widget, causing a new window to be created and a crash to happen on consoles. #JIRA FORT-30378 Change 3146016 on 2016/09/29 by Daniel.Broder Added BlueprintGameplayTagLibrary function "Get All Actors of Class Matching Query". It uses TActorIterator to find only all actors derived from the specified class and then further winnows them by whether they match a GameplayTagQuery. If any actor does NOT implement IGameplayTagAssetInterface, the function will log ONCE a warning that the class in question doesn't implement the required interface to be able to check for matching tags. (NOTE: This function can be extremely expensive if there are a large number of actors of the class requested, so be cautious using it. It can be used at initialization time to find a specific subset of actors to act on (for example). #UE4 #ReleaseNote Change 3145827 on 2016/09/29 by Lukasz.Furman added sanity checks to EQS tick #jira FORT-30755 Change 3145520 on 2016/09/29 by Chad.Garyet changing notifications to require there be a type to verify the user exists #jira FORT-30754 Change 3145428 on 2016/09/29 by Bob.Tellez #UE4 Made plugin loaded log statements verbose. Change 3145229 on 2016/09/29 by Bob.Tellez #UE4 Fix for only running the first test on commandline Change 3142730 on 2016/09/27 by Bob.Tellez #UE4 Removing needless scope on a virtual function call that made it seem static and made UpdateResolutionQuality protected so it can be called from subclasses that may be procedurally determining DesiredScreenWidth and DesiredScreenHeight Change 3142632 on 2016/09/27 by Saul.Abreu #fortnite Improved data table row struct post-data-import method with more context provided through parameters. Used to fixup homebase node display names to have stable keys generated from the row name. Change 3140907 on 2016/09/26 by Bob.Tellez #UE4 Allowing movie files to be renamed to match platform requirements Change 3140399 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger #jira FORT-30439 Change 3138880 on 2016/09/23 by Fred.Kimberley Added source tag requirements to conditional gameplay effects. #jira FORT-29772 Change 3138262 on 2016/09/23 by Chad.Garyet Integrating codesign fix into Fortnite/Main Change 3137164 on 2016/09/22 by Mark.Satterthwaite Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3136720 on 2016/09/22 by Rob.Cannaday Fix crash in FCurlHttpRequest::DebugCallback + Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination). #jira OGS-428 Change 3136391 on 2016/09/22 by Lukasz.Furman fixed crowd path section switch rejecting navlinks at end of path #jira FORT-30400, FORT-30402 Change 3136295 on 2016/09/22 by Lukasz.Furman fixed navlinks not connecting to navmesh correctly in "snap to cheapest area" mode, adjusted scoring in navmesh projection - findNearestPoly2D #jira FORT-30358 Change 3136033 on 2016/09/22 by Mark.Satterthwaite To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3135237 on 2016/09/21 by Mark.Satterthwaite Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3135177 on 2016/09/21 by Rob.Cannaday Demote "Missing party state during exit" log from warning to display, as order of operations cause this to always be triggered when voluntarily leaving a party #jira FORT-22575 Change 3135176 on 2016/09/21 by Rob.Cannaday When returning to front-end, re-evaluate pending party joins that were in the waiting for beacon reservation state. #jira FORT-27737 Change 3135174 on 2016/09/21 by Mark.Satterthwaite - Copy MetalRHI & MetalShaderFormat from Dev-Rendering CL #3132772 Provides significant performance improvements on CPU due to improved vertex declaration handling & much reduced GPU heap fragmentation + more stats. Definitely fixes: #jira FORT-29430 Change 3135169 on 2016/09/21 by Mark.Satterthwaite Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3135157 on 2016/09/21 by Mark.Satterthwaite Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3135136 on 2016/09/21 by Bob.Tellez #UE4 Added GetPackageDependenciesForManifestGenerator delegate for games to be able to determine package dependencies however they deem fit. Change 3135132 on 2016/09/21 by Bob.Tellez #UE4 Better final cook platform path creation. WindowsClient was incorrectly forming a path to WindowsNoEditor when looking for chunk manifests Change 3134313 on 2016/09/21 by Lukasz.Furman attempt to fix crash in navmesh generation #jira FORT-30340 Change 3134091 on 2016/09/21 by Rob.Cannaday Fix crash in lib curl debug callback because the string parameter provided by libcurl is not null terminated #jira OGS-428 Change 3133949 on 2016/09/21 by Lukasz.Furman crowd agents will use shorter path corridor when one of two last polys are navlink (corridor part switch happens with 2 or less polys left, we don't want to switch while on navlink) #jira FORT-29880 Change 3133219 on 2016/09/20 by Lukasz.Furman fixed broken navlink's "snap to cheapest area" mode #fortnite Change 3133087 on 2016/09/20 by Saul.Abreu Updated comments on FARFilter to more explicitly express interactions between class filtering settings. Change 3132990 on 2016/09/20 by Saul.Abreu #fortnite Overhaul of asset crawling localizable text gathering commandlet. Added feature for filtering processed assets based on membership in a collection. Change 3132627 on 2016/09/20 by Bob.Tellez #Fortnite Added XLoc language ID for for zh-CN Change 3132616 on 2016/09/20 by Lukasz.Furman added tolerance to navmesh project point 2D query added overrides for accessing projection with tolerance during navwalking height checks, should be replaced with navdata flags later on #jira FORT-29474 Change 3130819 on 2016/09/19 by Ben.Marsh UBT: Read additional configuration settings for BuildConfiguration and UEBuildConfiguration from the engine config settings. Allows setting project-specific config values. Change 3130639 on 2016/09/19 by Lukasz.Furman pass on crowd simulation - husks should move faster through funnels now - husks can clip each other a bit more often :( #fortnite Change 3130625 on 2016/09/19 by Bob.Tellez #UE4 Added an ensure to further track down invalid usage of playerinput #JIRA FORT-30183 Change 3128884 on 2016/09/16 by Ben.Salem Repair nightly FTest runs. FTests are now namespaced differently as of new main merge, and had to uncomment a load-bearing wait that exists to enable the way we run our nightlies (nullrhi w/ execcmds) to start the test properly. Change 3128874 on 2016/09/16 by Daniel.Lamb Testing to see if memory changes have injured fortnite cook times. Change 3127175 on 2016/09/15 by John.Abercrombie GameplayCueInterface's TagToFunctionMap is now keyed by FObjectKey of a UClass, rather than using the UClass as the key - Since UClass-es can be unloaded at run-time, and then loaded again later in a different spot in memory, this is a better solution Clear out the TagToFunctionMap whenever we cleanup a world Move the TagToFunctionMap into a namespace #jira FORT-29194 - Crash during Fight the Storm Defense Change 3126840 on 2016/09/15 by Bob.Tellez #UE4 Added a hack to aid in the conversion from the "USA" and "Poland" region names to "NA" and "EU" Change 3125944 on 2016/09/14 by Billy.Bramer - Fix for FJsonObjectWrapper incorrectly exporting to JSON in a string representation instead of an object representation now that it has an implementation of export text Change 3125764 on 2016/09/14 by Saul.Abreu Change to enum and struct registration so that their packages are all created before either set gets to run their registration logic. Change 3125719 on 2016/09/14 by Bob.Tellez #UE4 Windows in nullrhi do not have OS handles and not initializing you parent window causes a crash when you start PIE (needed for headless automation testing) Change 3125504 on 2016/09/14 by jonathan.lindquist adding a comment to the exclude wpo offsets input Change 3124203 on 2016/09/13 by Bob.Tellez Temporarily removing IOS.Automation.csproj dependency on MobileDeviceInterface since it is causing warnings in UGS right now. Change 3124192 on 2016/09/13 by Tim.Tillotson Fix bad format string in FLinkerLoad::VerifyImport Warning: [2016.09.13-18.49.05:928][927]LogText:Warning: Failed to parse argument "ImportClass" as a number (using "0" as a fallback). Please check your format string for errors: ": Failed import for {ImportClass}". Change 3124083 on 2016/09/13 by Bob.Tellez #UE4 Re-disabling EQFilter for all machines. This is a temporary solution until a more efficient method is found that does not cause machines to lag. Change 3123783 on 2016/09/13 by Jonathan.Lindquist Subtacting 1 from the VAT tools output texture file name uv number to match unreals 0-based system. Change 3122223 on 2016/09/12 by Jonathan.Lindquist Adding optional uv controls for the texture based animations Change 3122220 on 2016/09/12 by jonathan.lindquist adding an optional uv input for the Vertex animation toolset Change 3122070 on 2016/09/12 by John.Abercrombie Added nav links to corner walls, rather than depending on a nav area to traverse the low edge of the corner Made crowd folowing component use the velocity while traversing a link, except if we're falling AIs will not update their paths while following a nav link Lowered the step height of all AIs from 90 to 72 #jira FORT-29786 - Husks can move over the balcony wall on floor structures. Change 3121098 on 2016/09/12 by Chris.Wood Increased Linux timeout when waiting for CRC to complete. [UE-30259] - Some server crashes are missing from crashreporter database #jira UE-30259 Change 3120694 on 2016/09/12 by Saul.Abreu #fortnite Refactored CMS reader to support URLs with protocols (http, https, and file). URIs (URL sans protocol) will no longer work, but we can add in smart fallback logic later, as this is only in Fortnite currently and the only CMS data available currently is via local file. Console command will handle URLs using double quotes, since the colon trips up existing console command parsing logic (it seems). Change 3120686 on 2016/09/11 by Saul.Abreu #fortnite Deleting erroneous config files in EpicCMS plugin. Change 3120659 on 2016/09/11 by Saul.Abreu Added support to widget carousel for getting a callback when the active widget changes. (Not sure who the original author was, but the oldest tracked revision codereview'd Justin Sargent.) Change 3120658 on 2016/09/11 by Saul.Abreu Fixed UMG grid panel to properly set the padding on the slots it creates. Change 3118466 on 2016/09/08 by Bob.Tellez #UE4 There is now an option to exclude all UMG widgets and slots from dedicated server builds. Set bLoadWidgetsOnDedicatedServer=false for this behavior Change 3118149 on 2016/09/08 by Bob.Tellez #UE4 Dont cook non-native CDO references that are excluded for your target Change 3117604 on 2016/09/08 by John.Abercrombie FortGameModeFTesting no longer spawns a pawn Added automated test setting to FortGameMode so we can avoid waiting for a pawn before removing the loading screen Made the FunctionalTest set the view target to the Observation Point if we don't have a pawn, note that this only works on Player Controllers that aren't Debug Camera Controllers so we don't annoy any user who's moving around Change 3116964 on 2016/09/07 by Bob.Tellez #Fortnite We are now building crashreportclient for linux instead of using the stale binary in P4 Change 3116284 on 2016/09/07 by Tim.Tillotson #fortnite Add support for quest objectives that track player ability activation. As part of this also: +Added a bWasCancelled parameter to GameplayAbility::EndAbility. This allows us to determine if an ability was ended prematurely. +Added a OnAbilitySucceeded delegate for determining when an ability was successfully ended. Some additional improvements thanks to code review feedback from Fred.Kimberley. After discussing with Matt Hancy we decided to keep the OnAbilityCompleted delegate for now. We may be able to deprecate and remove it in the future if we rewrite all the existing abilities that use it. Change 3116039 on 2016/09/07 by John.Abercrombie Fix crash when you change the blueprint of a class referenced by a gameplay cue between PIE runs [CL 3215544 by Bob Tellez in Main branch]
2016-11-30 14:12:57 -05:00
PublicIncludePaths.Add(IncludePath);
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rb none Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
PublicAdditionalLibraries.Add(LibraryPath + "/libssl.a");
PublicAdditionalLibraries.Add(LibraryPath + "/libcrypto.a");
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3212531) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3212485 on 2016/11/28 by Dmitry.Rekman Update libwebsockets to use -fPIC. Change 3212280 on 2016/11/28 by Guillaume.Abadie Fixes static lighting regression caused by selective outputs fix. Change 3211095 on 2016/11/28 by Ian.Fox #UE4 - Add nullptr check to cookonthefly server ini check Change 3211042 on 2016/11/28 by Bob.Tellez #UE4 Add an option to reset a particle system comp on a camera lens emitter when it is retriggered Change 3209336 on 2016/11/23 by Rob.Cannaday Fix shutdown crash trying to cancel an HTTP request after the HTTP module has been unloaded Move the cancel call to the PreUnload step #jira FORT-33515 Change 3208350 on 2016/11/22 by Jeff.Campeau Added bVirtualKeyboardDisplayOnFocus to Slate settings defaulted to true (old behavior) Always open a virtual keyboard when the facebutton bottom is pressed on an active text field Do not open a virtual keyboard on focus gained by any method other than mouse if bVirtualKeyboardDisplayOnFocus is set to false #jira FORT-30722 Change 3207430 on 2016/11/22 by James.Hopkin #fortnite Applied changes from CL#3161737 (UE4/Main) to stage and package SSL certificate bundles. Change 3207422 on 2016/11/22 by Ben.Woodhouse * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3206301 on 2016/11/21 by Ben.Woodhouse Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3206144 on 2016/11/21 by Lukasz.Furman improved path following sticking to tether bounds #jira FORT-32097 Change 3206142 on 2016/11/21 by Lukasz.Furman added post processing to navigation filters for making filter-bound paths (feedback iteration) #fortnite Change 3206053 on 2016/11/21 by Lukasz.Furman added post processing to navigation filters for making filter-bound paths #fortnite Change 3205790 on 2016/11/21 by Lukasz.Furman pass on flow field usage by EQS Change 3205764 on 2016/11/21 by Lukasz.Furman seeding AIModule's random stream from world manager, using random stream in EQS #fortnite Change 3205763 on 2016/11/21 by Lukasz.Furman added random stream to AIModule copy of CL# 3150031 Change 3205162 on 2016/11/19 by James.Hopkin Added missiing depending on SSL to Linux HTTP. Fixes CrashReportClient linker errors. Change 3205124 on 2016/11/19 by James.Hopkin Enabled websockets and Stomp for Linux Change 3205121 on 2016/11/19 by James.Hopkin From Nick Shin's Dev-Platform shelf: upgrade/rebuild of libcrypto, libcurl, libssl, libwebsockets and zlib for Linux #fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez Change 3205119 on 2016/11/19 by James.Hopkin Added OpenSSL version 1.0.2h headers for x86_64-unknown-linux-gnu #fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez Change 3204994 on 2016/11/18 by Billy.Bramer - Sort the function results that show up in the blueprint "Copy signature from:" combo box Change 3203688 on 2016/11/18 by James.Hopkin #stomp Lower-cased FName strings before encoding to prevent random case at runtime. Change 3201533 on 2016/11/16 by Mark.Satterthwaite More auto-release pool/memory-handling fixes for Metal's debug layer, which depends upon ARC: - Better handling of parallel context creation & pooling in MetalRHI. - Metal queries return the actual value so that we can use local autorelease pools to capture ARC retain/autorelease calls in the debug layer. - Similarly EndEncoding needs a local autorelease pool to handle the debug layer's ARC retain/autorelease calls. #jira FORT-32706 Change 3201077 on 2016/11/16 by Mark.Satterthwaite Trivial command-buffer fencing to avoid render-queries keeping MTLCommandBuffer's alive after they are completed, reducing total memory use. #jira FORT-32706 Change 3200269 on 2016/11/16 by John.Abercrombie Made GetPredictionData_Client_Character and GetPredictionData_Server_Character public - Removed unnecessary code duplication in FortIndicator as a result Change 3198230 on 2016/11/15 by James.Hopkin #stomp Added dedicated server support to Stomp connection manager. Also fixed heartbeats and change retry strategy to retry forever, first retry after 5 seconds, doubling up to max interval of every minute. Change 3197273 on 2016/11/14 by Mark.Satterthwaite Fix Metal related memory leaks. #jira FORT-32706 Change 3196974 on 2016/11/14 by Lukasz.Furman increased distance to focal point for path following copy of CL# 3196971 #jira FORT-32048 Change 3196885 on 2016/11/14 by John.Pollard FORT-33019 - Fix crash when updating unmapped properties on replicator that was dormant Change 3196772 on 2016/11/14 by John.Pollard Speculative fix for assert when shutting down replicators Change 3196617 on 2016/11/14 by Lukasz.Furman improved readability of EQS results in gameplay debugger's table view #fortnite Change 3195394 on 2016/11/11 by John.Pollard UE-37866 - Fix replication issue where unmapped properties wouldl fail to map if the replicator goes away due to dormancy Change 3195272 on 2016/11/11 by Bob.Tellez #Fortnite Fix warning output in UDataTable for missing row Change 3195152 on 2016/11/11 by Lukasz.Furman fixed target selection in gameplay debugger's spectator #fortnite Change 3195071 on 2016/11/11 by Lukasz.Furman pass on EQS category of gameplay debugger #fortnite Change 3194111 on 2016/11/10 by Bob.Tellez #UE4 if you have a checked out or out of date file in your rename list it is now properly skipped and reported after the rename. Change 3193547 on 2016/11/10 by Bob.Tellez #UE4 LODGroup is now AssetRegistrySearchable Change 3193545 on 2016/11/10 by Bob.Tellez #UE4 Allow setting the default LODGroup when importing a mesh Change 3193541 on 2016/11/10 by Bob.Tellez #UE4 LODGroup settings application on load. Enable this behavior by setting r.StaticMesh.UpdateMeshLODGroupSettingsAtLoad=1 Change 3192035 on 2016/11/09 by Saad.Nader #engine Updated Migration of properties to handle static arrays properly from previous check-in. Change 3191062 on 2016/11/08 by Saul.Abreu Added accessor for all items in list views. Change 3190998 on 2016/11/08 by Chris.Gagnon Partially fixes a problem with the scale bax ignore inherited scale isn't working properly. There is more to fix by adding float InScale or similar to the GetRelativeLayoutScale() call chain. This portion will be handled by the tools team. Change 3190812 on 2016/11/08 by Lukasz.Furman fixed crash on path string pulling when path corridor is empty #jira FORT-32811 Change 3190800 on 2016/11/08 by Saad.Nader #engine Fixed a case where a static array uproperty wasn't being migrated properly since it was being treated as a single value. Change 3189573 on 2016/11/07 by Bob.Tellez #UE4 Since LightComponents now respect hiddeningame, I changed ALight to default to not be hidden in game. All components in the class that should not be seen are already bHiddenInGame=true on the component. Change 3189268 on 2016/11/07 by Michael.Trepka Check is MacApplication is still valid when making a deferred call to OnApplicationActivationChanged Change 3189179 on 2016/11/07 by Michael.Trepka Don't skip Mac windowDidResize: when switching between window modes. Fixes issues with screen not resizing properly when changing from windowed to windowed fullscreen Change 3189154 on 2016/11/07 by Lukasz.Furman added unbound exploration mode to A* solver #ue4 Change 3189072 on 2016/11/07 by Saad.Nader #commonui Added ability to skip the stack of activatable panels so that global input handling can handle input for dynamically created buttons on a modal. Updated name of base button style as its name was conflicting with legacy ui base button style. Change 3188769 on 2016/11/07 by Guillaume.Abadie Fixes r.SelectiveBasePassOutput and use it in Fortnite. This CL adds a selective base pass optimization not drawing scene color when r.SelectiveBasePassOutput=1 on materials that doesn't emit color. Use r.SelectiveBasePassOutput in Fortnite and avoid computing the fog in base pass to actually avoid drawing scene color. #review-3187180 @brian.karis Change 3187864 on 2016/11/04 by Bob.Tellez #UE4 Better handling for setting return values in error cases where a function cannot be executed. Change 3187815 on 2016/11/04 by Bob.Tellez #UE4 Fix for SetLODGroup to trim LODs that are not needed. Change 3187309 on 2016/11/04 by Lukasz.Furman added projection and pathfinding to navigation graph #fortnite Change 3186304 on 2016/11/03 by Saul.Abreu Made a pass on Common UI widgets, setting their widget palette category property or overriding the relevant virtual method in order to have a consistent value across all Common UI widgets. Change 3186301 on 2016/11/03 by Saul.Abreu Exposed ability to compare Slate brushes in Blueprints. Helpful for Icon Text Button to be able to hide its icon image if the icon brush is identical to the default (which is intentionally 0-sized/draw-type none). Change 3185979 on 2016/11/03 by David.Hamm Conditional gameplay effects with required tags were considering target tags in code, rather than source tags as presented in the editor. Updating the code allows the Bearricade tag to be seen, triggering the desired slow effect. #jira FORT-32141 Change 3185534 on 2016/11/03 by Daniel.Broder Made GameplayDebuggerCategory_EQS log the description of filtered items rather than just their index (which doesn't tell much). #UE4 #NoReleaseNotes Change 3185386 on 2016/11/03 by Daniel.Broder "Actors of Class" EQS Generator now supports returning all actors matching the class rather than only actors within the radius based on a new checkbox "Generate Only Actors In Radius". For backwards compatibility, it defaults to true. #UE4 #ReleaseNoteAbove Change 3185370 on 2016/11/03 by Mark.Satterthwaite Revert the only change to Metal texture uploads made in the merge leading up to 16/09/16 and disable more recent changes to reuse texture objects in the hope that this cures FORT-30180. If not then this will need to be handled by Apple/Nvidia as we're not doing anything obviously wrong on our side. #jira FORT-30180 Change 3185249 on 2016/11/03 by Lukasz.Furman added caching for neighbor count in template A* solver #fortnite Change 3184403 on 2016/11/02 by Daniel.Broder Updated EnvQueryTest_GameplayTags to support Gameplay Tag Queries. ^^ReleaseNoteAbove Data is automatically converted to the query from the old data format. Gameplay Tag Queries give much more flexibility for how to mach the queries, since they can include entire expressions of what must match and/or not match. #UE4 #ReleaseNoteAbove Change 3184311 on 2016/11/02 by Daniel.Broder Removed unnecessary if/else that was calling identical code in both parts! (Now it just calls the code directly). Fixed spelling of ReturnValueAddress (from ReturnValueAdress). #UE #NoReleaseNotes Change 3183823 on 2016/11/02 by Mark.Satterthwaite Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3183807 on 2016/11/02 by Mark.Satterthwaite Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3183470 on 2016/11/02 by Bob.Tellez #UE4 Lights with 0 intensity are now removed from the scene Change 3183230 on 2016/11/02 by Bob.Tellez #UE4 Console history no longer keeps duplicate entries Change 3182547 on 2016/11/01 by Bob.Tellez #UE4 Fixed an old bug which was causing thumbnail scenes to have incorrect lighting. Change 3182498 on 2016/11/01 by Chris.Gagnon Added ItemIcon widget and ItemCountTextBlock widget. EpicCMSScreen derives from COmmonActivatable Panel. Added CommonUIUtils with function to get a owning userwidget or contexts. Begining of the new Topbar, and a number of supporting widgets. Change 3182497 on 2016/11/01 by Chris.Gagnon Engine: GameViewportClient now has a global toggle to turn software cursor mapping on and off. Fortnite: Added software cursor, when using the gamepad we turn on the software cursor mapping. The asset is invisible. This allows us to hide the cursor without all the baggage and undesired behavior that comes with that. Change 3181853 on 2016/11/01 by Saad.Nader #commonui Added uproperty annotations to prevent garbage collection. Updated code to cleanup internal caches to happen earlier. Change 3181782 on 2016/11/01 by Bob.Tellez #UE4 LightComponents now respect bHiddenInGame (and other visibility flags) when determining whether they should be added to the scene. Change 3181516 on 2016/11/01 by Saad.Nader #commonui Added an action handler interface that I have been wanting for awhile. Updated action widget to ignore design time changes since it relies on a common ui context instance. Cleaned up activatable panel interface and commited events on a input action registered to be handled. Our activatable handle automatically handles things for now without asking blueprint if we should. Cleanedup up miscellaneous activatable panel internals Activatable panels can now choose to expose input actions registered to that panel. Replaced activatable panel reflector with common input reflector Added a common global input handler that implements the action handler interface Updated common button and common tablist widgets appropriately to register with global input handler for appropriate actions. Buttons now have separate triggering actions vs. triggered actions. Triggering actions can only be set during creation of the button whereas triggered actions can be set anytime. Moved a lot of the boilerplate code for action button into common button to trigger and listen for actions, or register with the global input handler for triggering actions. Fixed typos in common ui types. Updated CommonUITestBed with new changes. Change 3179753 on 2016/10/31 by Lukasz.Furman replaced ensure with vlog warning in GameplayTask processing #jira FORT-32324 Change 3178028 on 2016/10/28 by Lukasz.Furman attempt to fix rare crash in crowd simulation #jira FORT-27847 Change 3177966 on 2016/10/28 by James.Hopkin Removed some redundant text/string copies and conversions in 'Find in Blueprints' Change 3176795 on 2016/10/27 by Fred.Kimberley Fixed the code path that grabs tooltip data for ability system components to respect the flag that shows buffs in the front end instead of final values. #jira FORT-30491 Change 3175818 on 2016/10/26 by Bob.Tellez #UE4 Protecting against a nullptr access in FVisibilityPropertySection::GenerateSectionLayout. More investigation is needed to determine if this should be allowed to be null. Change 3175615 on 2016/10/26 by Michael.Trepka Check if MacApplication is valid in FMacApplication::OnCursorLock() block that's called asynchronously and can be executed after MacApplication was destroyed. Fixes FORT-32075 Change 3175369 on 2016/10/26 by Saul.Abreu Refactored CreateWidget functions to share UserWidgetClass validation logic and fixed a missing early-out return statement. Change 3175233 on 2016/10/26 by Saul.Abreu #fortnite Common Button now properly handles its interactibility changing when it's toggleability has changed - previously, being selected when toggling is turned on would leave the button non-interactible and thus not practically toggleable. Change 3174285 on 2016/10/25 by Mark.Satterthwaite Fix command-buffer failures when resizing windows on Mac - we have to capture windowWillResize: events in our window delegate and then forward on a call to Slate's OnResizingWindow event handler, that internally causes rendering to flush. If we wait to do this in windowDidResize then the actual device back-buffer resource will have been reallocated and we presumably end up trying to render into garbage memory on the GPU, causing the intermittent command-buffer failures. #jira FORT-31649 Change 3173872 on 2016/10/25 by Bob.Tellez #UE4 Fixed an issue where if you have a map with actors that produce a ZeroVector bounds size, SetActorTransform complains. Change 3172828 on 2016/10/24 by Saul.Abreu Added useful contextual information to the message log errors provided when attempting to create widgets but failing. Change 3172649 on 2016/10/24 by Michael.Trepka Call setMinSize and setMaxSize in FMacApplication::OnCursorLock() on the main thread #jira FORT-30177 Change 3172568 on 2016/10/24 by Saad.Nader #commonui Exposed a flag to reflector to not show actions for an activtable panel if we don't want them exposed. Change 3172341 on 2016/10/24 by Mark.Satterthwaite Fix FORT-31526 by setting appropriate defaults for FEditorCompositingParameters when the feature isn't being used, as Metal still requires something be bound for the values. This all stems from Fortnite using GizmoMaterial somehow when whacking Llamas to reveal the cards contained within - I suspect the 'real' fix is not to use an Editor material in the game client... #jira FORT-31526 Change 3172304 on 2016/10/24 by James.Longstreet #fortnite #jira FORT-31090 Add setting to configure whether the virtual keyboard sends TextChanged or TextCommitted when complete. Add SlateSettings to project settings, for settings that need to be accessed from Slate -- the Slate module doesn't depend on Engine, so it can't access UserInterfaceSettings or InputSettings. Default to TextChanged in Fortnite. Change 3171630 on 2016/10/24 by Saul.Abreu #fortnite Added API export to Common List View. Added support to Common List View for changing selection modes. Added delegate to Common List View to support hook-ups on creation of new list item widgets. Improved Common List View handling of item widgets that are buttons - no need to handle manually hooking up the list item clicked callback to the button. Change 3171474 on 2016/10/22 by Saul.Abreu #fortnite New numeric text block. Change 3171463 on 2016/10/22 by Saad.Nader #commonui Added the common action widget which can visualize the input of an activatable panel or button. Added the common activatable panel reflector widget so we can build a bar widget which can visualize the actions an activatable panel have registered to handle. Cleaned up the input manager's handling of pushing and poping activatable panels Updated widget switcher to completely push or pop tabs on or off the stack so that the stack is clean of any items not in the current tab. Updated common ui context to expose API blueprint. Updated input action data to make better sense in common ui types Added a viewport client to redirect input for the common ui test bed. Added a completion delegate for listeners such as a button in a activatable panel reflector widget. Added test harness for activatable panel, activatable panel reflector, action widget Change 3170868 on 2016/10/21 by Jeff.Campeau AutoSDK props included earlier Change 3170663 on 2016/10/21 by Mark.Satterthwaite Further changes to finally fix the underlying cause of FORT-25473 and all future potential instances: SetStreamSource overrides the stride from the vertex declaration and MetalRHI wasn't properly considering what to do with Stride=0, which should disabling vertex attribute stepping. This also requires fixing some gotcha's in the StateCache. #jira FORT-25473 Change 3170020 on 2016/10/20 by Bob.Tellez #UE4 Render scale was off by one when setting via buckets in the editor widget. Change 3169764 on 2016/10/20 by Mark.Satterthwaite Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3169631 on 2016/10/20 by Mark.Satterthwaite Fix a potential crash due to unnecessary reinitialisation of the MetalRenderPipelineDesc mutex. Change 3169614 on 2016/10/20 by Mark.Satterthwaite Fix FORT-25473 caused by incorrect handling of vertex attributes in Metal: FParticleSpriteVertexFactory specifies the dynamic particle parameter attribute (VA 5) with a non-zero stride, which implies vertex or instance stepping - but for the P_Rocket_ColdMist_FXV effect only a single float4 is provided with the intent that this be constant for all instances. Other APIs may implicitly wrap the VA read back around but Metal does not and simply reads garbage off the end of the buffer - potentially this could even cause a GPU crash. MetalRHI now detects when the buffer bound to an attribute can't support more than one instance and if needed updates the vertex declaration to make such attributes constant. #jira FORT-25473 Change 3169163 on 2016/10/20 by Fred.Kimberley Added UIProxyActor. This is intended as a single proxy actor to replace the existing, class specific, proxy actors. Change 3168732 on 2016/10/20 by Saul.Abreu Exposed style references in UCommonTextBlock. Allows widgets to look at the styles on the CDO. Change 3168713 on 2016/10/20 by Saul.Abreu Fixed unconditional inclusion of Developer module headers (settings module) in client builds from Common UI module. Change 3168659 on 2016/10/20 by Saul.Abreu Created and exposed SetMinDesiredWidth on UTextBlock, following the example set by other setters in the class. Change 3168658 on 2016/10/20 by Saul.Abreu The Common UI plugin now has a settings object which will appear in the project settings window. It exposes setting default styles for both CommonTextBlock and CommonButton in the Game config file. Change 3167632 on 2016/10/19 by John.Pollard Fix FN replay scrubbing issues * Solution for net startup actors that need to be "rolled back" during scrubbing if they've been modified * Solution for when net startup actors should be deleted past checkpoints * Added version support to load older replays that don't save out deleted net startup actors in checkpoints Change 3166065 on 2016/10/18 by Saad.Nader #commonui renaming UCommonActivatableManager to UCommonInputManager, added ability to change input method for desktop and console. Change 3166049 on 2016/10/18 by Lukasz.Furman added navmesh exploration helpers in FortNavMesh #fortnite Change 3165085 on 2016/10/17 by Saad.Nader #blueprintcontext fixed log output for created blueprint context Change 3163115 on 2016/10/14 by James.Hopkin Prevented variable combo box clipping long type names in blueprint details panel [UE-19710] Change 3162629 on 2016/10/13 by Saul.Abreu #fortnite #jira FORT-31489 Ported Paragon's tile view widget over to the Common UI Plugin as Common Tile View. Added exemplar/test case in Common UI testbed. Change 3162624 on 2016/10/13 by Saul.Abreu Improved "Create Event" node with text showing the function signature in a friendly manner. Change 3162114 on 2016/10/13 by Guillaume.Abadie Implements r.EarlyZPassOnlyMaterialMasking. Fortnite grass/trees is using masked material. However masked materials are doing clip in early z pass and base pass, both preventing the pixel shader from using the early depth test. This CL execute material's mask opacity only in the early z pass to keep early depth test on expensive mask material's base pass pixel shader. Change 3161479 on 2016/10/13 by Saad.Nader #commonui Updated Common button to be able to handle a bound common input action by causing the button to get clicked. Updated Activatable panel to ignore input if it is not activated Added helper functions to common widget switcher for activating/deactivating the active widget if it is a activatable panel. Change 3161092 on 2016/10/13 by Saul.Abreu #fortnite Common Tab List widget now exposes access to its linked switcher as well as overridable events before and after the linked switcher is set. OnCreateNewTab can now be implemented in native code or blueprints. Buttons added as tabs in the tab list will now have their selectabilty and toggleability set as necessary. Change 3160762 on 2016/10/12 by Billy.Bramer - Make UAbilitySystemComponent::AreAbilityTagsBlocked virtual so games can provide a custom implementation Change 3160736 on 2016/10/12 by Lukasz.Furman fixed some gameplay debugger's categories not rendering correctly in simulate mode #fortnite Change 3160417 on 2016/10/12 by Mark.Satterthwaite Disable DistanceField AO & Shadowing support on Intel GPUs under Metal - there are driver bugs that prevent them from working currently. #jira FORT-31268 Change 3160314 on 2016/10/12 by Michael.Trepka Fixed incorrect rect initialization in Mac GetDisplayMetrics Change 3160309 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode copy of CL 3160014 #ue4 Change 3159892 on 2016/10/12 by John.Abercrombie Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3159630 on 2016/10/12 by Jamie.Dale Fixed an issue where async and non-async loading could result in the package being given a different name Async loading would always use the non-localized name (which is correct), but non-async loading would sometimes use the localized name (which is incorrect); now they both do the same thing. Change 3159249 on 2016/10/11 by Jonathan.Lindquist fixing a potential uv bug related to their names Change 3159145 on 2016/10/11 by Lukasz.Furman fixed behavior tree task restart conditions #ue4 Change 3158846 on 2016/10/11 by John.Pollard Add ability to override network async loading for replays Change 3158551 on 2016/10/11 by Saad.Nader #commonui remove checks for common tab list widget when set listening for input occurs. Change 3157727 on 2016/10/10 by Saul.Abreu #fortnite Common button style now has minimum width and minimum height properties and common button will use the maximum of its own and the style's minimums. Change 3157364 on 2016/10/10 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira FORT-31207 Change 3156616 on 2016/10/10 by Lukasz.Furman added more failsafes to crowd simulation crash #jira FORT-27847 Change 3155092 on 2016/10/07 by Chris.Gagnon SlateApplication - Added more control over where navigation originates from with the ENavigationSource enumeration piped in through the FReply - Added custom handling support for the navigation responce using the FCustomNavigationHandler Fortnite - Added Input Preprocessor for generating navigation events and handling the "virtual cursor" position - Added the Input mode switching support for gamepad <-> keyboard (Currently disabled) Change 3154721 on 2016/10/07 by Lukasz.Furman automation fix for AI tests with multiple spawn sets copy of CL# 3154035 #jira FORT-31106 Change 3154466 on 2016/10/07 by Saul.Abreu #fortnite Additional logging and checking to help diagnose cause of current build breakage, possibly related to blueprint context OR unrelated but coincidental and related to game data or homebase manager. Change 3154349 on 2016/10/06 by Saul.Abreu #fortnite Relocate BP context and common UI plugins to Engine (NotForLicensees). Change 3152396 on 2016/10/05 by Lukasz.Furman fixed RECAST_ASYNC_REBUILDING define being ignored by navmesh generator #ue4 Change 3152390 on 2016/10/05 by Lukasz.Furman including AgentRadius in area modifier bounds in layer's intersection test fixes modifier cuts at tile boundary #jira FORT-31051 Change 3151999 on 2016/10/05 by Lukasz.Furman added vlogs for applying and removing gameplay effects #jira FORT-30982 Change 3150947 on 2016/10/04 by Bob.Tellez #UE4 Fix to find the title.json file in the correct game folder. Change 3149775 on 2016/10/03 by Bob.Tellez #UE4 Added property editor code support for doubles. Change 3148729 on 2016/10/03 by Lukasz.Furman fixed memory corruption in DemoNetDriver #fortnite Change 3146148 on 2016/09/29 by Bob.Tellez #UE4 Fixed a case where the LastRecordedHittestIndex would remain zero, causing the widget path to get truncated and result in the mainframe window when determining if you should spawn a tooltip, causing us to try to create a tooltip outside of our tooltip presenter widget, causing a new window to be created and a crash to happen on consoles. #JIRA FORT-30378 Change 3146016 on 2016/09/29 by Daniel.Broder Added BlueprintGameplayTagLibrary function "Get All Actors of Class Matching Query". It uses TActorIterator to find only all actors derived from the specified class and then further winnows them by whether they match a GameplayTagQuery. If any actor does NOT implement IGameplayTagAssetInterface, the function will log ONCE a warning that the class in question doesn't implement the required interface to be able to check for matching tags. (NOTE: This function can be extremely expensive if there are a large number of actors of the class requested, so be cautious using it. It can be used at initialization time to find a specific subset of actors to act on (for example). #UE4 #ReleaseNote Change 3145827 on 2016/09/29 by Lukasz.Furman added sanity checks to EQS tick #jira FORT-30755 Change 3145520 on 2016/09/29 by Chad.Garyet changing notifications to require there be a type to verify the user exists #jira FORT-30754 Change 3145428 on 2016/09/29 by Bob.Tellez #UE4 Made plugin loaded log statements verbose. Change 3145229 on 2016/09/29 by Bob.Tellez #UE4 Fix for only running the first test on commandline Change 3142730 on 2016/09/27 by Bob.Tellez #UE4 Removing needless scope on a virtual function call that made it seem static and made UpdateResolutionQuality protected so it can be called from subclasses that may be procedurally determining DesiredScreenWidth and DesiredScreenHeight Change 3142632 on 2016/09/27 by Saul.Abreu #fortnite Improved data table row struct post-data-import method with more context provided through parameters. Used to fixup homebase node display names to have stable keys generated from the row name. Change 3140907 on 2016/09/26 by Bob.Tellez #UE4 Allowing movie files to be renamed to match platform requirements Change 3140399 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger #jira FORT-30439 Change 3138880 on 2016/09/23 by Fred.Kimberley Added source tag requirements to conditional gameplay effects. #jira FORT-29772 Change 3138262 on 2016/09/23 by Chad.Garyet Integrating codesign fix into Fortnite/Main Change 3137164 on 2016/09/22 by Mark.Satterthwaite Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3136720 on 2016/09/22 by Rob.Cannaday Fix crash in FCurlHttpRequest::DebugCallback + Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination). #jira OGS-428 Change 3136391 on 2016/09/22 by Lukasz.Furman fixed crowd path section switch rejecting navlinks at end of path #jira FORT-30400, FORT-30402 Change 3136295 on 2016/09/22 by Lukasz.Furman fixed navlinks not connecting to navmesh correctly in "snap to cheapest area" mode, adjusted scoring in navmesh projection - findNearestPoly2D #jira FORT-30358 Change 3136033 on 2016/09/22 by Mark.Satterthwaite To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3135237 on 2016/09/21 by Mark.Satterthwaite Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3135177 on 2016/09/21 by Rob.Cannaday Demote "Missing party state during exit" log from warning to display, as order of operations cause this to always be triggered when voluntarily leaving a party #jira FORT-22575 Change 3135176 on 2016/09/21 by Rob.Cannaday When returning to front-end, re-evaluate pending party joins that were in the waiting for beacon reservation state. #jira FORT-27737 Change 3135174 on 2016/09/21 by Mark.Satterthwaite - Copy MetalRHI & MetalShaderFormat from Dev-Rendering CL #3132772 Provides significant performance improvements on CPU due to improved vertex declaration handling & much reduced GPU heap fragmentation + more stats. Definitely fixes: #jira FORT-29430 Change 3135169 on 2016/09/21 by Mark.Satterthwaite Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3135157 on 2016/09/21 by Mark.Satterthwaite Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3135136 on 2016/09/21 by Bob.Tellez #UE4 Added GetPackageDependenciesForManifestGenerator delegate for games to be able to determine package dependencies however they deem fit. Change 3135132 on 2016/09/21 by Bob.Tellez #UE4 Better final cook platform path creation. WindowsClient was incorrectly forming a path to WindowsNoEditor when looking for chunk manifests Change 3134313 on 2016/09/21 by Lukasz.Furman attempt to fix crash in navmesh generation #jira FORT-30340 Change 3134091 on 2016/09/21 by Rob.Cannaday Fix crash in lib curl debug callback because the string parameter provided by libcurl is not null terminated #jira OGS-428 Change 3133949 on 2016/09/21 by Lukasz.Furman crowd agents will use shorter path corridor when one of two last polys are navlink (corridor part switch happens with 2 or less polys left, we don't want to switch while on navlink) #jira FORT-29880 Change 3133219 on 2016/09/20 by Lukasz.Furman fixed broken navlink's "snap to cheapest area" mode #fortnite Change 3133087 on 2016/09/20 by Saul.Abreu Updated comments on FARFilter to more explicitly express interactions between class filtering settings. Change 3132990 on 2016/09/20 by Saul.Abreu #fortnite Overhaul of asset crawling localizable text gathering commandlet. Added feature for filtering processed assets based on membership in a collection. Change 3132627 on 2016/09/20 by Bob.Tellez #Fortnite Added XLoc language ID for for zh-CN Change 3132616 on 2016/09/20 by Lukasz.Furman added tolerance to navmesh project point 2D query added overrides for accessing projection with tolerance during navwalking height checks, should be replaced with navdata flags later on #jira FORT-29474 Change 3130819 on 2016/09/19 by Ben.Marsh UBT: Read additional configuration settings for BuildConfiguration and UEBuildConfiguration from the engine config settings. Allows setting project-specific config values. Change 3130639 on 2016/09/19 by Lukasz.Furman pass on crowd simulation - husks should move faster through funnels now - husks can clip each other a bit more often :( #fortnite Change 3130625 on 2016/09/19 by Bob.Tellez #UE4 Added an ensure to further track down invalid usage of playerinput #JIRA FORT-30183 Change 3128884 on 2016/09/16 by Ben.Salem Repair nightly FTest runs. FTests are now namespaced differently as of new main merge, and had to uncomment a load-bearing wait that exists to enable the way we run our nightlies (nullrhi w/ execcmds) to start the test properly. Change 3128874 on 2016/09/16 by Daniel.Lamb Testing to see if memory changes have injured fortnite cook times. Change 3127175 on 2016/09/15 by John.Abercrombie GameplayCueInterface's TagToFunctionMap is now keyed by FObjectKey of a UClass, rather than using the UClass as the key - Since UClass-es can be unloaded at run-time, and then loaded again later in a different spot in memory, this is a better solution Clear out the TagToFunctionMap whenever we cleanup a world Move the TagToFunctionMap into a namespace #jira FORT-29194 - Crash during Fight the Storm Defense Change 3126840 on 2016/09/15 by Bob.Tellez #UE4 Added a hack to aid in the conversion from the "USA" and "Poland" region names to "NA" and "EU" Change 3125944 on 2016/09/14 by Billy.Bramer - Fix for FJsonObjectWrapper incorrectly exporting to JSON in a string representation instead of an object representation now that it has an implementation of export text Change 3125764 on 2016/09/14 by Saul.Abreu Change to enum and struct registration so that their packages are all created before either set gets to run their registration logic. Change 3125719 on 2016/09/14 by Bob.Tellez #UE4 Windows in nullrhi do not have OS handles and not initializing you parent window causes a crash when you start PIE (needed for headless automation testing) Change 3125504 on 2016/09/14 by jonathan.lindquist adding a comment to the exclude wpo offsets input Change 3124203 on 2016/09/13 by Bob.Tellez Temporarily removing IOS.Automation.csproj dependency on MobileDeviceInterface since it is causing warnings in UGS right now. Change 3124192 on 2016/09/13 by Tim.Tillotson Fix bad format string in FLinkerLoad::VerifyImport Warning: [2016.09.13-18.49.05:928][927]LogText:Warning: Failed to parse argument "ImportClass" as a number (using "0" as a fallback). Please check your format string for errors: ": Failed import for {ImportClass}". Change 3124083 on 2016/09/13 by Bob.Tellez #UE4 Re-disabling EQFilter for all machines. This is a temporary solution until a more efficient method is found that does not cause machines to lag. Change 3123783 on 2016/09/13 by Jonathan.Lindquist Subtacting 1 from the VAT tools output texture file name uv number to match unreals 0-based system. Change 3122223 on 2016/09/12 by Jonathan.Lindquist Adding optional uv controls for the texture based animations Change 3122220 on 2016/09/12 by jonathan.lindquist adding an optional uv input for the Vertex animation toolset Change 3122070 on 2016/09/12 by John.Abercrombie Added nav links to corner walls, rather than depending on a nav area to traverse the low edge of the corner Made crowd folowing component use the velocity while traversing a link, except if we're falling AIs will not update their paths while following a nav link Lowered the step height of all AIs from 90 to 72 #jira FORT-29786 - Husks can move over the balcony wall on floor structures. Change 3121098 on 2016/09/12 by Chris.Wood Increased Linux timeout when waiting for CRC to complete. [UE-30259] - Some server crashes are missing from crashreporter database #jira UE-30259 Change 3120694 on 2016/09/12 by Saul.Abreu #fortnite Refactored CMS reader to support URLs with protocols (http, https, and file). URIs (URL sans protocol) will no longer work, but we can add in smart fallback logic later, as this is only in Fortnite currently and the only CMS data available currently is via local file. Console command will handle URLs using double quotes, since the colon trips up existing console command parsing logic (it seems). Change 3120686 on 2016/09/11 by Saul.Abreu #fortnite Deleting erroneous config files in EpicCMS plugin. Change 3120659 on 2016/09/11 by Saul.Abreu Added support to widget carousel for getting a callback when the active widget changes. (Not sure who the original author was, but the oldest tracked revision codereview'd Justin Sargent.) Change 3120658 on 2016/09/11 by Saul.Abreu Fixed UMG grid panel to properly set the padding on the slots it creates. Change 3118466 on 2016/09/08 by Bob.Tellez #UE4 There is now an option to exclude all UMG widgets and slots from dedicated server builds. Set bLoadWidgetsOnDedicatedServer=false for this behavior Change 3118149 on 2016/09/08 by Bob.Tellez #UE4 Dont cook non-native CDO references that are excluded for your target Change 3117604 on 2016/09/08 by John.Abercrombie FortGameModeFTesting no longer spawns a pawn Added automated test setting to FortGameMode so we can avoid waiting for a pawn before removing the loading screen Made the FunctionalTest set the view target to the Observation Point if we don't have a pawn, note that this only works on Player Controllers that aren't Debug Camera Controllers so we don't annoy any user who's moving around Change 3116964 on 2016/09/07 by Bob.Tellez #Fortnite We are now building crashreportclient for linux instead of using the stale binary in P4 Change 3116284 on 2016/09/07 by Tim.Tillotson #fortnite Add support for quest objectives that track player ability activation. As part of this also: +Added a bWasCancelled parameter to GameplayAbility::EndAbility. This allows us to determine if an ability was ended prematurely. +Added a OnAbilitySucceeded delegate for determining when an ability was successfully ended. Some additional improvements thanks to code review feedback from Fred.Kimberley. After discussing with Matt Hancy we decided to keep the OnAbilityCompleted delegate for now. We may be able to deprecate and remove it in the future if we rewrite all the existing abilities that use it. Change 3116039 on 2016/09/07 by John.Abercrombie Fix crash when you change the blueprint of a class referenced by a gameplay cue between PIE runs [CL 3215544 by Bob Tellez in Main branch]
2016-11-30 14:12:57 -05:00
PublicDependencyModuleNames.Add("zlib");
}
else if (Target.Platform == UnrealTargetPlatform.Android)
{
string[] Architectures = new string[] {
"ARM64",
"x86",
"x64",
};
PublicIncludePaths.Add(OpenSSL111kPath + "/include/Android/");
foreach(var Architecture in Architectures)
{
PublicAdditionalLibraries.Add(OpenSSL111kPath + "/lib/Android/" + Architecture + "/libcrypto.a");
PublicAdditionalLibraries.Add(OpenSSL111kPath + "/lib/Android/" + Architecture + "/libssl.a");
}
}
}
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2970079) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945365 on 2016/04/15 by Mark.Satterthwaite Assert if anyone calls RHIClearUAV on a structured-buffer or texture under Metal - there's no clear way to implement these cases yet. Change 2945366 on 2016/04/15 by Mark.Satterthwaite Change the Metal parallel command-context submission to hand-off the entire NSArray of MTLCommandBuffers to avoid race conditions between one use of a context and the next. Change 2945394 on 2016/04/15 by Mark.Satterthwaite Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring. Change 2945444 on 2016/04/15 by Mark.Satterthwaite Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn. Change 2945457 on 2016/04/15 by Mark.Satterthwaite Add validation code to MetalRHI to ensure that we don't erroneously re-clear existing render contents when restoring the render command encoder. This will only be active when the Metal debug layer is enabled and is completely compiled away in Test & Shipping builds for performance. Change 2946249 on 2016/04/16 by Nick.Shin build HarfBuzz for HTML5 #jira UE-28552 - HarfBuzz - HTML5 Change 2946250 on 2016/04/16 by Nick.Shin Rename/move file(s) move emscripten (part 1 of 2) from Engine/Source/ThirdParty/HTML5/emsdk to Engine/Extras/ThirdPartyNotUE/emsdk this is a request from legal Change 2946251 on 2016/04/16 by Nick.Shin move emscripten (part 2 of 2) build scripts and cpp files updated with new emscripten path from Engine/Source/ThirdParty/HTML5/emsdk to Engine/Extras/ThirdPartyNotUE/emsdk this is a request from legal Change 2946516 on 2016/04/18 by Mark.Satterthwaite Disable r.DFShadowScatterTileCulling as well as r.AOScatterTileCulling on Mac because we don't have the necessary RW textures on Metal. Change 2947000 on 2016/04/18 by Michael.Trepka Print OS X version to log in FMacPlatformMisc::PlatformInit() Change 2948197 on 2016/04/19 by Lee.Clark PS4 - Use SDK 3.508.031 Change 2948301 on 2016/04/19 by Nick.Shin upgrading zlib openssl libcurl libwebsockets part 1 of 2 -- adding new compiled versions (part 2 will be removing the old version -- which will be done after platform owners are given a chance to recompile for their platform - most notably: zlib) NOTE: Linux libraries are built for CentOS 6.7 (i.e. 2010 - glibc 2.12 and gcc 4.4.7) #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1223 - Arrange testing for 'update websocket library' #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948320 on 2016/04/19 by Nick.Shin update OpenSSL to v1.0.1s part 2 of 4 - doing this in stages for tracking purposes also, removing dynamic libs (for windows) -- these are no longer needed as this is now statically linked in editor - tested by installing perforce server setup with ssl access only and pointing editor source code to it as ssl:hostname:port - also tested trying accessing it without ssl which resulted in access denied indicating a successful test of dynamic lib removal #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948323 on 2016/04/19 by Nick.Shin build scripts pull source and compile - zlib openssl libcurl & libwebsockets tested on: - Win64 VS2013 & VS2015 - OSX - Linux #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948337 on 2016/04/19 by Lee.Clark VS 2015 libScePad support Change 2948382 on 2016/04/19 by Mark.Satterthwaite Add Mac model, CPU string, num HTs to the log on Mac so that errors reported to us contain the data that Apple want when we turn them into bug-reports. Also added a missing sigaction from the trampoline. Change 2948385 on 2016/04/19 by Mark.Satterthwaite Disambiguate Metal command-buffer failures by vendor & error type so that we don't end up with just one crash-reporting entry for many different kinds of crash and enable this assertion on all builds because it will always be fatal and failing to crash here may end up causing the Mac to reboot. Change 2948460 on 2016/04/19 by Peter.Sauerbrei fix for wrong line endings Change 2948526 on 2016/04/19 by Nick.Shin fix for wrong line endings Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2949398 on 2016/04/20 by Lee.Clark PS4 - Fix SDK compile warnings Change 2949656 on 2016/04/20 by Nick.Shin Back out changelist 2948320 but keeping the C# build file as-is Change 2949676 on 2016/04/20 by Mark.Satterthwaite Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal. #jira UE-29140 Change 2950025 on 2016/04/20 by Mark.Satterthwaite Undo CL #2949676 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006. #jira UE-29006 Change 2950084 on 2016/04/20 by Nick.Shin OSX warning fix: UE4 supports down to OSX 10.9 rebuilt the zlib openssl libcurl and libwebsockets to support that build file also updated to use MACOSX_DEVELOPMENT_TARGET=10.9 Change 2950613 on 2016/04/20 by Dmitry.Rekman UAT: Disable modules that are not supported on Linux. #rb none #codereview Ben.Marsh, Michael.Trepka, Josh.Adams #tests Run RunUAT.sh Change 2951065 on 2016/04/21 by Nick.Shin temp: update SSL dlls in Engine/Binaries/ThirdParty/OpenSSL/Win64 Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951574 on 2016/04/21 by Nick.Shin remove unused variable warning was bughunt code... Change 2951652 on 2016/04/21 by Josh.Adams - Disabled MRT support on iPad Air 1 devices, since it doesn't support wide enough MRTs that the engine needs (ie, only use MRTs in METAL_MRT mode on iOS) Change 2951656 on 2016/04/21 by Josh.Adams - Fixed Mac compile error in Metal Change 2951718 on 2016/04/21 by Nick.Shin remove shared SSL DLLs in a controlled manner tested with QA help who was able to replicate the bug in the morning - and was able to successfully run the editor with this changelist (shelved - remote unshelved test - thanks Dan.Bullard_volt!) #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951862 on 2016/04/21 by Lee.Clark PS4 - Enable Neo high resolution support. Change 2952409 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the libs and header files Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2952580 on 2016/04/22 by Lee.Clark PS4 - Fix staging and deploying of system prxs Change 2953152 on 2016/04/22 by Mark.Satterthwaite Only cache instances of TShadowDepthVS with bIsForGeometryShader=true when the RHI can handle the underlying feature. We can save memory on iOS by only emitting these shaders on Mac Metal or RHI's with Geometry shaders which have the required H/W to do this. Change 2953385 on 2016/04/22 by Nick.Shin use HarfBuzz libs for HTML5 c# build files updated to link in the harfbuzz libs #jira UE-28552 - HarfBuzz - HTML5 Change 2954686 on 2016/04/25 by Nick.Shin from legal: Emscripten approved for redistribution provided that *all* files are checked into the following directory: Engine/Extras/ThirdPartyNotUE Please also check in the attached .tps files and licenses alongside the TPS itself. This will allow us to track third party files within P4. Change 2954928 on 2016/04/25 by Daniel.Lamb Fixed min number of threads allocated for compiling shaders in cooker. Change 2954942 on 2016/04/25 by Daniel.Lamb Added flag -skipcompile for running visual studio. Skip force compilation on -multiprocess flag. #jira UE-22308 #PR 1678 #1678 Change 2954948 on 2016/04/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2955370 on 2016/04/25 by Josh.Adams - Fixing C# error from main #lockdown nick.penwarden Change 2957745 on 2016/04/27 by Daniel.Lamb Pull request from acordon@microsoft.com. Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call. Change 2957747 on 2016/04/27 by Daniel.Lamb Pull request from acordon@microsoft.com. Resave packages commandlet now can also rebuild asset registry paths with consistent case. Change 2957750 on 2016/04/27 by Daniel.Lamb Pull request from acordon@microsoft.com. Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call. Change 2958708 on 2016/04/28 by Nick.Shin remove boringSSL #jira UE-29970 - QAGame launch on fails for Win64, fatal error LNK1169: one or more multiply defined symbols found #lockdown josh.adams Change 2958724 on 2016/04/28 by Nick.Shin moved setting bVerifyPeer flag AFTER CertBundlePath has been set... otherwise, libCurl is going to try to verify the SSL session - but without a cert file, it makes no sense to try and verify the session - we could (and probably should) make this an error condition - but the constructor has the bVerifyPeer set to true -- which would mean that all games will need to have a cert file and/or know to set bVerifyPeer to false... - and so far, only linux and android seem to have code in place to make use of the cert files... #jira UE-29950 - Orion deticated server MCP authentication fails when using CURL #lockdown josh.adams Change 2959058 on 2016/04/28 by Mark.Satterthwaite Mac Metal RHIGetSupportedResolution & RHIGetAvailableResolutions exactly as they were for Mac OpenGL. Change 2959587 on 2016/04/28 by Jeff.Campeau Use response files for compiling CPPs using the VC toolchain to avoid issues where the command line is too long for XGE Change 2959605 on 2016/04/28 by Jeff.Campeau Reuse existing response files if contents are unmodified. #2278 Change 2959680 on 2016/04/28 by Daniel.Lamb Don't cook clients when building only server configs. #pr 2127 #2127 Change 2959764 on 2016/04/28 by Nick.Shin set PS4 back to using boringSSL - until OpenSSL has been built for it #jira UE-30088 - Orion PS4 Cook and Deploy fails to build for PS4 Change 2959875 on 2016/04/28 by Jeff.Campeau Simplified compression to use a bitwindow param instead of a targetplatform param Added bitwindow parameter for unrealpak Set Xbox One to pass 12 bit window for paks (for hw decompress) Change 2959960 on 2016/04/28 by Nick.Shin removed url protocol scheme from external script loads - this will support fetching scripts with either http or https automatically and added window.focus after game has finished compiling - this will help if game is inside an iframe #jira UE-29886 - HTML5 project does not load using itch.io Change 2960064 on 2016/04/28 by Dmitry.Rekman XMPP: Add missing dependency on OpenSSL on Linux. Change 2961310 on 2016/04/29 by Mark.Satterthwaite DistanceField tile alignment changes to attempt to make it work on Mac. Change 2961602 on 2016/04/29 by Nick.Shin #ifndef'd EMSCRIPTEN around FOpenGL::Flush(); answerhub 409649 - HTML5 OpenGL backend doesn't need to flush GL commands Change 2961604 on 2016/04/29 by Nick.Shin return "()" on empty object answerhub 390139 - JSON Conversion of TMaps of UStructs Can't Deserialize Change 2963068 on 2016/05/02 by Peter.Sauerbrei Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2963302 on 2016/05/02 by Peter.Sauerbrei fix for PS4 build failure Change 2963731 on 2016/05/02 by Dmitry.Rekman Linux: move crash/ensure info from Binaries to Saved (UE-28411). - Allows running from read/only locations, since Saved can be redirected. #rb none #codereview Chris.Wood, David.Vossel Change 2963737 on 2016/05/02 by Dmitry.Rekman CrashMalloc: get allocation size also from jemalloc. - Editor builds on Linux are otherwise shutting down on attempting to realloc things ("binned" is not used for the editor). #rb none #codereview Chris.Wood, Robert.Manuszewski, Steve.Robb Change 2963989 on 2016/05/03 by Lee.Clark PS4 - Fix texture initialization Change 2964296 on 2016/05/03 by Dmitry.Rekman Better fix for getting previous allocation size. - Suggested by GilG. #codereview Gil.Gribb Change 2964398 on 2016/05/03 by Mark.Satterthwaite Added GetCompressionBitWindow to IPlatformCompression so that FArchive compression can acquire the platform specific window value at runtime even without the Developer-only TargetPlatform modules. This allows the ShaderCache to perform runtime compression of preloaded shaders in-game without crashing. #jira UE-30238 Change 2965966 on 2016/05/04 by Peter.Sauerbrei fix for bad path when deploying from mac #jira UE-30294 #lockdown josh.adams Change 2968380 on 2016/05/05 by Dmitry.Rekman Fix visibility placement which breaks Linux build. #lockdown Josh.Adams #codereview James.Golding Change 2969002 on 2016/05/06 by Nick.Shin use boringssl until webrtc recompiled with openssl work is finished #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2969545 on 2016/05/06 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #lockdown nick.penwarden Change 2969923 on 2016/05/06 by Chris.Babcock Fix linker warning (mismatched function/variable for glMapBufferOES and glUnmapBufferOES) #jira UE-30222 #ue4 #android #lockdown Josh.Adams Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams #lockdown nick.penwarden [CL 2970080 by Josh Adams in Main branch]
2016-05-07 12:42:47 -04:00
}